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famous3D News, Notes & Quotes



famous3D - news, notes & quotes

Monday, November 25, 2002

... for 3D Animators
  1. proFACE Range Launched
  2. Special Upgrade Offer
  3. User Profile - Codemasters
  4. Kim's Tips 'n' Tricks - Rate Watches

... for web developers

  1. netFACE Range Launched
  2. Virtual Characters in Flash
  3. Tips 'n' Tricks - Testing Locally

... 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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