FBX animation (this process is a story for another day!) The facial animation will be tracked and exported to Unreal Engine as its own.FBX file, which has the data for the body animation, and a. In practice, the process looks like this: So, for the animators dealing with the MoCap recording, that means simply working with the performance, cleaning it up, fixing jitters and issues with rotations, and then applying it to the digital character we’ve created. The actors suit up and act out the scene in much the same way an actor filming a movie would, only now it is just their motion and expressions which are being recorded.įrom there we want the in-game animation to match as closely as possible to the actor’s performance, while at the same time enhancing their actions. The two sets of software from Xsens and Faceware are synchronized, so we get the recording of both face and body movements at the touch of a button. We’ve set up a studio where we have a PC which has the required corresponding software. Motion capture suit from Xsensįacial motion capture equipment from Faceware Motion capture recording There are two sensor suits from Xsens and two sets of facial capture from Faceware. Of course, in order to do this, we need the right equipment, so we’ve purchased two sets of motion capture equipment. Using motion capture saves us time, which is always a precious resource, and we get the level of realism that we want without having to hire professional animators. Traditional animation takes a lot of time and expert animators to reach a realistic level of quality. Gollum in Lord of the Rings, for example. We’ve all seen examples of MoCap in AAA games like Uncharted, Assassin’s Creed, Far Cry, etc. We use this process to create various cinematic scenes in the game. What we record with motion capture is transferred directly to how the characters in the game behave or act. MoCap – is the process of digitally recording face and body movements. This equipment is crucial for our characters so that not only do they look completely lifelike and natural, but they also move and react realistically, both in body language and facial expression. We will also see how a change in technology can affect the production process.Since our goal is to make our game an entirely immersive experience, we have invested in state-of-the-art equipment that we use in a process called motion capture. Danko will tell us about an interesting experience from his studio Ingenious Studios, where the domain of the game dictated the choice of mocap technology. Experiences in working with Motion Capture technology on AA projects at Mad Head Games. Along with this, we will see how Crater Studio is developing a complex system in which the use of suits is combined with MetaHuman Creator characters for film production.ĪA games and MoCap systems. How the Motion Capture suit can be used for character animation in a film production, both for the main characters and for mass scenes. One volunteer from the audience will try on the suit, so we go through the animation process with the lecturers. You’ll hear more about the suit itself, the projects the Peaksel team has used it on, and the biggest benefits. The use of Xsens suits in the process of animating characters in mobile video games. The use of MoCap technologies in the work in mobile games. You can read more about the Creative Tech Serbia supercluster here. This activity is launched by the Creative Tech Serbia supercluster, with the support of USAID Serbia and ICT Hub Belgrade (through the Serbia Innovates project). ***We are especially glad that we are hanging out in Niš this time! Transportation was also organized for 15 interested people from Belgrade. What are all the uses of these technologies and how they are implemented in the pipeline will be explained to us first-hand by people from the gaming and film industries who use them on a daily basis. One of the biggest benefits is that there are solutions that are affordable even for smaller teams, and their use relieves the pipeline and opens up space for greater creativity. The results are more realistic character animations and are achieved much faster than they could be without MoCap. Acting nuances are accurately captured and transferred to a digital character much faster than using hand animation alone. Increases the fidelity of animations and micro-animations.
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