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Hash, Inc. - Animation:Master

Luuk Steitner

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Posts posted by Luuk Steitner

  1. is there any hope for a mac version?? this looks very cool!!

    If I make enough money with this I will definitely make a MAC version but you'll have to be patient.

     

     

    On a side note... I always wondered about certain complaints regarding mo-capped facial movements, specifically "exaggeration". Every time I've seen this sort of thing done in big productions the main complain I and others have is how the "regular" motion of a "real" face is lacking in emotion and subdued and wondered if there wouldn't be a way to just "add" in exaggeration to the rig... like using a slider of some kind to increase the motion on extremes? Maybe you are already planning for this.

     

    As for the jittering... couldn't that be fixed in AM? Reducing channels by baking the action or something?

     

    -vern

     

    Exaggeration would be a very useful feature. For some characters the movement made by the face won't be enough and A:M can only reduce the enforcement. It won't go over 100% so that's why I wan't to make it. It can always be reduced later in A:M if it appears to be too much.

     

    The jittering is just because the export isn't 100% finished yet. I'm using a smoothing algorithm that smooths the feature movements but if the resolution of the video isn't high enough there will still be jittering in the movements of the rig. That's why I will make an after smooth function that smooths the rig after the 3D motion is calculated. That's one of the first things I will add to the program. I hope it works out like I think it will do...

     

    Btw, I changed a few things and made another test video. Yes, this one still jitters...

  2. I just did another MoCap test: see this video

    Sorry for my crappy english...

     

    With this test I find some more things I have to adjust, like reducing the head rotation and link the 'sneer' movement to the rotation.

    This was also a good test to see how the lip sync is working out. It looks like I have smoothed the mouth bones too much. That's easy to fix :)

  3. Does it create a keyframe in all channels on every frame? Can it be added to separate body animation done in AM?

     

    When you import an BVH file in A:M you do that in an action. So it creates keyframes on every frame in that action only. You still can manipulate the movements in the chor / combine it with other actions.

    You can apply the action to every model that has the same face rig.

  4. Just wanted to add ,you have my interest also, I have a Digital 8 camcorder, guessing that will do? very interested in the process that's involved too. this program runs as a separate app?, then you load the BVH, setup a rig and mesh?

     

    Thanks, so cool..

     

    Any camera with decent quality will do. Even a web cam can be used if it has a good resolution and FPS.

    There is no minimum. For satisfying results you should at least have VGA / NTSC / PAL resolution with 25-30 FPS.

    If you're using a High Definition camera the result will be smoother, if your camera has a higher FPS you can track faster movements.

     

    And yes, it's a seperate app. Because it exports BVH files it can be used with any 3D animation program which supports BVH. I will of course promote A:M on my website to get users of other apps to do it with A:M ;)

  5. This looks very cool. How complex is the facial rig needed? Will the facial rig be supplied with it?

     

    The facial rig is pretty simple, I will supply one but it is also possible to constrain the BVH to a squetch rig.

  6. Thanks for all the compliments :)

     

    I don't know what your plans are.... But I would Buy that in a friggin heartbeat.

    Oh really? What would you pay for it? ^_^

     

    That depends on how good/easy it is to set up.

    Only you know how difficult/time consuming this project has been for you.

    Seems like most 3rd party things in the A:M field sell between $30 and $100

     

    I certainly have no problems in that area, but again, only you can figure how much it costs...

     

    Mike Fitz

    www.3dartz.com

     

    I'm not sure yet what the price will be but I'll make sure it wouldn't be too much. Actually the most valuable thing about my program is that it's really easy to set up. Just manually specify the marker positions on the first frame and click the track button. The program export a BVH file that can be imported into A:M. Of course you'll need to rig the face and smart skinning is also possible. Once the face is rigged and you need a diffrent animation it's just a few mouse clicks and it's done.

    When I release it I'll make a trail version so you can try before you buy.

     

     

    Wow. REALLY cool! I'd love to learn more about the 'how it works'... you're really on to something there. Say- would it be able to overexaggerate?+

    Yes, it will be "overexaggeratable" the current test version isn't but someone else already asked me to do that, and because I think that's really a good idea I'm getting on it this week.

  7. Hello all,

     

    As some of you know I have been working on a facial motion tracking program. At this moment most of it works and I'm doing some tests.

    So, here is my first satisfying experiment: test 01

    (Don't be scared, I'm just making faces for test purposes only :rolleyes: )

     

    It still needs some more tweaking, but I'm very happy with the results for now. Btw, the MoCap is done with just one regular DV camcorder.

    Some others from the A:M community will also do some tests with it soon, they can post their results here too if they like.

    I'll keep you guys posted about the progress. I think I'm getting close to a version that's ready for release.

  8. I once had a problem like that. I was making spraying water that was moving fast. The blocks of particles where caused by the FPS limit. Apparently the particles are only emitted exactly on each frame and not calculated in between.

    One way to get better results out of this is increasing the FPS and render only the odd frames for example.

    Maybe your problem is the same, so you can try if this works for you.

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