Take your time and go through this video! Some clever techniques here for #mocap facial animation. Looks like it's time to stick my gopro on a head mount to do some perfomance capture and cross the uncanny valley (hehe)... As for the rig here since it is optimised and needs to be driven real-time in UE4, is fairly based on blendshapes and joints. The details come from the wrinkle maps and shading networks. I like the idea how they are using stereo camera to capture the facial performance in pseudo 3D, this helps in realistic facial animation! And yeah the blood flow gives added realism, but looks like they missed the skin pores and dynamics! Bottom line is 3D facial scans (Blendshapes based on FACS + Multiple combination shapes) + Stereo facial performance capture + Texture Analysis + Dynamic Facial Shading + Realtime Rig Logic system to sync between Maya and UE4 ...
Thursday, March 31, 2016
Digital Humans: Crossing the Uncanny Valley in Unreal Engine 4 - GDC 2016
Take your time and go through this video! Some clever techniques here for #mocap facial animation. Looks like it's time to stick my gopro on a head mount to do some perfomance capture and cross the uncanny valley (hehe)... As for the rig here since it is optimised and needs to be driven real-time in UE4, is fairly based on blendshapes and joints. The details come from the wrinkle maps and shading networks. I like the idea how they are using stereo camera to capture the facial performance in pseudo 3D, this helps in realistic facial animation! And yeah the blood flow gives added realism, but looks like they missed the skin pores and dynamics! Bottom line is 3D facial scans (Blendshapes based on FACS + Multiple combination shapes) + Stereo facial performance capture + Texture Analysis + Dynamic Facial Shading + Realtime Rig Logic system to sync between Maya and UE4 ...
Monday, March 28, 2016
Friday, March 25, 2016
Game of War (Flesh Sim Breakdown) + WEBINAR @puppeteerlounge
Game of War (Flesh Sim Breakdown) from Ehsan Kiani on Vimeo.
Check out Flesh Simulation Breakdown reel by our guest instructor Ehsan Kiani.
Learn to setup similar rigs by participating at our LIVE Webinar Event with Ehsan Kiani (LIVE Lecture + LIVE Q&A session + Webinar Video Recording).
More Info: http://www.puppeteerlounge.com/webinar
Sunday, March 20, 2016
Animation Workshop 1 showreel by student Ronit Shakya
PL Animation Workshop 1 Reel from Ronit Shakya on Vimeo.
Check out the animation workshop 1 showreel by Puppeteer Lounge student Ronit Shakya.
Saturday, March 19, 2016
LIVE Webinar @puppeteerlounge with Ehsan Kiani
Join us for an exclusive live webinar event at Puppeteer Lounge with Ehsan Kiani and learn how to setup realistic skin deformation using nCloth and Maya rigging toolset. More info!
You can apply for this webinar event by clicking here or contacting us through email here.
Monday, March 14, 2016
Ted & Eva Pose Demo
Meet Puppeteer Lounge's new characters Ted & Eva! Click here to learn to animate with these characters in our Animation Workshop. Click here to learn to rig with these characters in our Rigging Workshop.
Saturday, March 12, 2016
Thursday, March 10, 2016
At the Fitting Room: A true story
At the Fitting Room: A true story from Guillermo Martinez on Vimeo.
At the Fitting Room: A true story by Guillermo Martinez! Hilarious...
Rig demo by student Antoine Cunningham
Black-Death_Rigging_Demo-Reel_v0.5_v004 from Antoine Cunningham on Vimeo.
Elemental_Troll_Rig_v0.3_v002 from Antoine Cunningham on Vimeo.
Rig demonstration for creatures by Puppeteer Lounge student Antoine Cunningham from USA.
Wednesday, March 9, 2016
OverMorpher Pose Space
OverMorpher PoseSpace Teaser from clovis gay on Vimeo.
OverMorpher PoseSpace by KinematicLAB is a 3dsmax Plugin dedicated to pose space deformations. Looks like a reliable system with nice interpolation regardless of the poses. Check it out!
OverMorpher PoseSpace by KinematicLAB is a 3dsmax Plugin dedicated to pose space deformations. Looks like a reliable system with nice interpolation regardless of the poses. Check it out!
Tuesday, March 1, 2016
Automated Normal Maps with ShaderFX
Automated Normal Maps with ShaderFX from Suchan Bajracharya on Vimeo.
A quick tutorial on creating automated multiple normal maps blending using ShaderFX as per special request of my student William Esteban Méndez at Puppeteer Lounge. I find using ShaderFX pretty comfortable than DirectX11 Shader, probably because of more flexibility and similar workflow based on game engines such as UE4. Check it out! I hope it is helpful for your next rigging show-reel/project.
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