Once you have a facial library full of expressions to work with, you can start creating facial animations with the Facial Editor. A facial animation file is called a facial sequence and is saved as an FSQ file. These can be played back on a character using TrackView or FlowGraph. As facial sequences only reference expression names, they are character independent.
Tip
When using a bone rig, you can of course animate the bones directly in 3ds Max or Maya and export it as a partial body animation using the CryENGINE exporter. For some Mocap pipelines or phoneme extraction tools, this might be a preferable pipeline.
Now, it's time to start creating the actual facial sequences. To create a new facial sequence, perform the following steps:
Open the Facial Editor and select the New option in the Sequence menu.
A file dialog window will open where you can give your new sequence a name and choose a location in which to save it.
Like other animations, facial sequences...