...
for 3D Animators
1.
proFACE Range Launched
In
response to user demand for a broad range of tools, famous3D have
created proFACE[voice],
proFACE[video]
and proFACE[mocap].
Each allows facial animation to be created from specific inputs,
catering for all types of 3D animators. For those 3D animators that
require all types of inputs there is also proFACE[complete]
which combines the feature from all three aforementioned tools.
At
the entry level, with proFACE[voice],
users that just want to use recorded voice to automatically drive
facial animation can do so by simply loading a .wav file. The program
analyzes the phoneme structure of the recording (regardless of the
language) and creates lip and facial movements automatically. This
solution is ideal for game developers and minor characters in broadcast
applications.
Animators
that need more _expression_ for a face can use proFACE[video],
which analyzes an .avi file of the performers expressions and extracts
motion data, which is then applied to create realistic facial animation.
At
the top end, animators that use optical motion capture systems for
high quality, high resolution characters in feature films (and increasingly
demanding games) will want the total flexibility offered by proFACE[mocap].
Animation studios have been using this tool to capture as many as
250 facial markers for complete recreation of every subtle muscle
and wrinkle in a performance!
For
animators that like a bit of variety and need a tool with multiple
forms of input, there is proFACE[complete].
It combines all the features of proFACE[voice],
proFACE[video]
and proFACE[mocap].
Common
to all 3 products are the built-in plugins for Max, Maya, Softimage
and Lightwave, as well as the Clusterer, Keyframer and Pose Targeter
tools. Users will also be able to create quick animations using
the Text-To-Speech (TTS) tool that creates synthetic voices as well
as lip-sync almost instantly. And, if needed, all animations can
also be quickly exported to appear in an HTML page or exported for
use as a Shockwave3D animation for use on the web.
Current
users of famous3D tools include Sony, Microsoft, Infogrames, Konami,
Capcom, Codemasters, Blur Studio and Foundation. Look for their
technology in use in the upcoming Batman Ride film, Matrix2 and
Bruce Lee – Quest of the Dragon games.
Useful
Links
2.
Special Upgrade Offer
Until
the end of the year, famous3D are offing you the opportunity to
update your facial animation package. If you have famous3D Animator
2.1 (and various plugins) you can upgrade to proFACE[mocap] for
$995 or to proFACE[complete] for just $1,995.
Please
contact
us for details.
Useful
Links
3.
User Profile - Codemasters
Company: |
Codemasters
|
|
Website: |
www.codemasters.com |
User: |
Simon
Enstock |
Position: |
Senior
Animator |
1.
What 3D Facial Animation Project / Teams used or uses the famous3D
proFACE product at Codemasters?
We used proFACE[mocap] to create realistic
facial animation for "Race Driver", a story-led racing
game for PS2, XBOX and PC. Although Race Driver is the fourth
installment in the long running TOCA touring car series, it was
the first one to incorporate detailed character animation and
a storyline to complement the racing action. Because we wanted
to create a highly polished, cinematic feel to the cut scenes
it was important that the characters not only talked in a convincing
manner, but also expressed emotions in a realistic and readable
way.
2. How did Codemasters actually use proFACE in Production?
We created all of our facial animation in
proFACE from optical MoCap data. Character meshes were exported
from Maya into proFACE, where we set up clusters and applied and
tweaked the animation data.
3. Which input option(s) did Cosemasters use with proFACE: Motion
Data, Voice Recognition/Audio Synch, Text To Speech?
We
used optical motion capture data exclusively.
4. Did Codemasters render into a 3D scene, or straight to the
Developers game engine?
All
of the game's character animation is played back using the in
game engine. One reason for doing this was to enable scenes to
be played back at different track locations and enable the player's
car to be present featuring the damage it had sustained in the
previous race. Secondly, we wished to avoid the inconsistency
created by inserting hi-res FMV alongside the game itself, which
generally seems to distance the player from the game world, conflicting
with our aim of drawing the player into the world of a professional
racing driver. However, we still wanted this game world to be
as convincing as possible, which meant creating near FMV quality
animation using in game models. The combination of proFACE[mocap]
with MoCap data allowed us to achieve this.
5. What was Codemaster's using before for facial animation?
Race
Driver was the first internal project at Codemasters to make extensive
use of realistic facial animation. Prior to this, facial animation
has only been used sparingly using keyframed morph targets.
...
click
here to continue.
Useful
Links
4.
Kim's Tips 'n' Tricks - Rate Watchers
When
working with Famous as a plug-in through an animation package,
make sure that the Render frame rate (found in the F3 page) is
set to the same FPS as it will be running back in your scene.
If you’re having an off-set issue, this is often the culprit.
Useful
Links
...
for web developers
1.
netFACE Range Launched
famous3D
have reconfigured and updated their web animation tools (previously
the Producer Range) and have created netFACE[text],
netFACE[voice]
and netFACE[complete].
Each allows facial animation to be created from specific inputs,
catering for all types of applications.
netFACE[text]
allows you to create and publish high quality virtual characters
within 10 minutes from scratch and without requiring specialist
skills! After selecting an virtual character, you can make them
talk by typing in text and a Text-To-Speech engine creates a synthetically
generated voice. netFACE[text] is ideal for applications that
have large quantities of frequently changing content.
netFACE[voice]
empowers web publishers to create engaging and high quality virtual
characters who engage and interact with website visitors. famous3D
netFACE[voice] offers the ability for characters to be driven
by text or audio files providing non animators with a rapid and
easy to use content creation tool.
netFACE[complete]
is designed for web developers with advanced animation skills
and for professional animators that create content for the web.
netFACE[complete] includes advanced animation features (key framing,
clustering, poses, and motion capture data input) as well as text
and audio input capability.
As
well as a number of minor functionality and usability improvements
over the Producer Range, the netFACE range allows your to export
to AVI. This means you can use virtual characters in PowerPoint
Presentations, or embed them in Flash movies (if you have Macromedia
Flash MX).
Useful
Links
2.
Virtual Characters in Flash
See
a test page
of this in action. This test page also demonstrates the Flash
MX Players Vieo player. See the "Exporting
to Video and Flash" guide for details.
Useful
Links
3.
Tips 'n' Tricks - Testing Locally
The
famous3D viewer requires that the full URI of .f3d files (stream
files containing the audio and motion). This means that to test
locally you are still have to have the .f3d files uploaded to
their final destination to test the rest of the page locally.
If
you don't wish to do this, you can put in the full path of the
.f3d files. It has to be in the following format:
file:///C|/testing/streams/stream1.f3d
The
same principal and technique applies to background images in the
famous3D Viewer also. Hence sample embed code would look like:
<object
id="famous3D_ActiveX"
classid=""
codebase=""
width=200
height=240>
<param name="bgcolor" value="#000000">
<param name="streamURL" value="file:///C|/testing/streams/stream_idle.f3d">
<param name="headURL" value=""file:///C|/testing/streams">
<param name="bgTextureUrl" value=""file:///C|/testing/images/background.jpg">
<param name="cameraPosition" value="0 0 0">
<param name="cameraRotation" value="0 0 0">
<param name="lightPosition" value="1 1 10">
<param name="cameraLock" value="45 45">
<param name="loop" value="true">
</object>
Please
note this is not complete embed code, rather included to show
the concept.
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