I tend to agree with Tim here. Learning a new piece of software during a
project is seldom a good choice. If facerobot gives you a significant
advantage, you should use it, but I would recommend to try to stay as much
as possible in your known max-environment.
On Aug 15, 2012 10:49 AM, "Tim Leydecker" <[email protected]> wrote:

> > 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.
>>
>>
>>
>>
>>
>>

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