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FacePro Output Options

Output Options
Output to match your Authoring Tools and Game Engine

FacePro animation output is available in 6 file popular formats:

We can also output your data to be compatible with most game engines, depending on what type of animation controllers your engine prefers, and test it in the RIG phase.

The list of output options is growing, so if you don't see your authoring platform / file format listed above, please contact us to see what we have in development.

Q: Is your animation output contained in a complete file including the character, or as exported animation-only form?

A: We can do either or both, depending on your needs. Full-asset files can very large, and take much longer to download - so we recommend that you select the animation-only option when possible.

Q: How do you ensure that the animation data I get will work in my game engine?

A: During the RIG phase, we always perform a "live" test on your character assets with some of our sample animation data, and then you can test the export pipeline at your end before we commit to the animation production run.

Q: Does your animation "loop" by starting and stopping in a "Neutral" pose?

A: This is how we set up all animations by default. However, if you need a different setup due to the way your engine and or Blend Code works, we can easily accommodate any combination of start and stop poses.

Q: When you create animation for Unreal Engine 3, does that include REV for online review and approval, or do you work directly in my Unreal Editor?

A: We develop animation for Unreal Engine 3 using REV, and then import the approved animation data to your Editor app for in-game review.

 
 

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