> I have recently been doing some RnD with video based facial motion capture 
and utilizing FaceRobot with decent results, but only on a static head so far 
without attaching to a body.
>

Hi Daniel,

if you´re comfortable using 3DsMax for animation, would you think you can
setup a workflow *to simply import* the FaceRobot results into 3DS Max and
*add* those facial animation onto your animated character mesh´s base head?

E.g. "Send to 3ds Max". Thank you. Nice. Copy. Paste. Refine. Done?

Your primary area of interest would then be to look into the various options
and pitfalls of exchanging animation data and traps like worldspace vs. object 
space,
pointcaches, blendshapes, scene scales and combining the Mocap with the detail 
animation
(head, hands) and cleanup.

*.fbx seems to have become a good container for such stuff nowadays.

I guess you´ve already looked into Motionbuilder as well anyway.

In short:

Softimage is lovely, ICE is wonderful, FaceRobot is nice but from what you 
described,
a few blendshapes and animating those over the video reference backround would 
likely be
enough to make your shot work flexibly?

Progressively refining next, you could always swap the facial animation then,
once the shot(s) are blocked out and seen as a sequence?

The above doesn´t need Softimage at all but gives you rinse&repeat iterations 
for the
best creative result against using a technically perfect but slow to iterate 
pipeline.

Personally, I like your approach as I also find it rewarding to learn things but
I´ve often found myself end up tangled in technicalities (worth being 
investigated)
that would distract me from getting the creative result I had planned for.

Keep it dumb and simple has it´s advantages, too...

Cheers,

tim




On 15.08.2012 10:13, Daniel Dye wrote:
Thank you for your replies so far :)

First of all I would like to clarify some things.  I have generalist 
experience, and only in the last year or so did I start focusing more on VFX. I 
can model, sculpt, animate
(though not much experience with character animation), light, texture, shade and 
render. Of course, having a generalist background I fit into the saying "jack 
of all trades, master
of none".

I have recently been doing some RnD with video based facial motion capture and 
utilizing FaceRobot with decent results, but only on a static head so far 
without attaching to a body.

I have also tested the workflow from iPiSoft to 3ds max, and I am able to 
create results that are more than satisfactory for my needs.

I'm certainly not expecting Pixar quality, or even aiming for that. My short 
film is more of a VFX sequence with minimal character animation, putting my 
abilities to the test.

For bipedal animation, CAT in 3ds Max is more than satisfactory. To be honest, 
the only reason I am considering Softimage is the inclusion of FaceRobot.

As for what I do in Houdini that Softimage doesn't offer me, my Houdini use 
revolves around fluids (liquids) and volumetrics. Occasionally I will generate 
particles in Houdini and
take them back to 3ds Max for further processing and rendering or vise versa.

My main reason for sticking with Houdini is that I already know the workflow, 
and it can open up additional job opportunities in the VFX field.

I'm certainly not dismissing ICE. After reading various discussions here and 
elsewhere, I understand it is very powerful and comparable to Houdini's various 
systems. If I was to
delve into Softimage for animation, there is a good chance I would end up 
checking out ICE. CrowdFX definitely interests me.

Data exchange isn't currently an issue for me, at least between Houdini and 3ds 
Max. True, introducing Softimage into the mix could cause some headaches, which 
I will need to
research further.

Yes, vray is avaliable for Softimage but it would only add further issues if I 
tried to render in Softimage. Primarily due to rendering certain 3ds max 
specifics such as FumeFX
simulations and Afterburn particle systems. I have researched into volumetric 
rendering in Softimage, and sadly it seems pretty dire. The logistics of 
combining renders from Vray,
Krakatoa and Mantra in Houdini cause enough of a headache without then 
rendering from Softimage too.

Perhaps what I should be asking is: Considering how useful I find FaceRobot, is 
it worth utilizing Softimage in my pipeline primarily for animation?

Cheers,

Daniel Dye.





Reply via email to