Sorry, but when would you learn it then?
I don't remember the last time I made significative progress on a new
software, language, API, or anything of any description that wasn't related
to having to fit it into a production timeline.

Practically everything I know I've had to learn on a production. Whether
there's an advantage or not to using FaceRobot (in this case I'd be
inclined to say yes given what it brings to the table for a non-creature
specialist) is one thing, but the idea that you should learn things outside
the project and master them before applying is very academical and
counter-productive IMO.

On Wed, Aug 15, 2012 at 11:31 PM, Leonard Koch <[email protected]>wrote:

> 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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