FaceFX Support

FaceFX Documentation and support

Event Text Tags

Text tags can be used to insert an event into an animation.  The event will be inserted at the start time of the word following the tag.  If the tag is after the last word, it will be inserted at the end time of the last word.



The following parameters are part of the text tag syntax and can optionally follow the animation and group name to modify the event.

Note:  Specifying a minimum and a maximum value for a parameter (i.e. with minstart and maxstart), will create a range of possible values that will be randomly picked every time a new take is created.


The below example will insert a text tag for the “smile” animation in the “group1” group when the word “Aren’t” is spoken. 

Knock Knock! {“group1|smile”} Aren’t you going to ask me who’s there?

Below is an example of a closing tag.  The “eyebrow” animation in “group1” will have a duration scale equal to the time in seconds that it takes the words “Knock Knock” to be spoken.

{"group1|eyebrow"} Knock Knock! {/"group1|eyebrow"} Aren't you going to ask me who's there?

Below is a slightly more complicated tag that inserts the smile animation event -.75 seconds before the word “Aren’t” is spoken.  The magnitude will be a random number between .5 and 1.5 each time you generate a new take. Also the event will persist and it will store the following string in its payload for use in other in-game systems: “Data for your game”

Knock Knock {“group1|smile” start=-.75 minmagnitude=.5 maxmagnitude=1.5 persist payload=”Data for your game”} Aren’t you going to ask me who’s there?

See also

Python Callbacks - you can insert tags automatically based upon the contents of the analysis text with the analysistextpreprocessor callback.