Remedy developing facial animation tech, aiming to be better than L.A. Noire
Remedy announces that it's developing facial animation technology meant to surpass the impressive tech seen in L.A. Noire.
A new face-off in the video game industry has begun, but this one has little to do with hockey, John Travolta, or Nicholas Cage. Amidst all of the recent hubbub about the ground-breaking facial animation capture technology in Rockstar's upcoming period cop-drama, L.A. Noire, Remedy Entertainment (Alan Wake, Max Payne), has revealed that it's working on some proprietary tech meant to help games leap even further over the uncanny valley.
According to a report by Edge magazine, who got to visit Remedy's Finland-based offices for a closed-door demonstration, Remedy is going to be using the new tech in their next project, though there's no word of what that project might be.
Created by John Root, former Lead Animator at Id Software, Epic Games, and Disney, explained that the new software helps enhance the "retargeting" process -- the tweaking of raw capture capture data by the animators.
The new tech still uses motion capture as a starting point for their actors (accurate up to half a millimeter), and maps the sixty-four facial expressions that serve as modifiable templates for the entire spectrum of human emotions. Once the detailed model of the actor is captured, animators can use a series of real-time sliders to tweak the digital performance. It sounds quite empowering for animators, given that it eliminates the need for manual animation of actors' faces, or being forced into animating around a pre-recorded vocal performance.
Edge magazine seemed impressed after being shown a tech demo of the software using the actor who played Alan Wake, though the technology isn't yet complete. In particular, Root mentioned a color mapping sub-system of tech that will allow animators to "simulate blood flow beneath the skin, adjusting its colour as brows are furrowed or lips pursed."
CEO Matthias Myllyrinne also noted, "LA Noire has set a bar for facial animation, but [Rockstar’s game] is here," he said, placing one hand higher than the other. "We're aiming to be here."
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Comment on Remedy developing facial animation tech, claims it's better than L.A. Noire, by Jeff Mattas.
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Joseph of Arimathea
http://www.youtube.com/watch?v=XiT_5cr3tYI
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And even then LA Noire uses a cheating technique. It's basically copying/pasting a real person's face and movement onto a virtual character. The character even looks the same as the actor so you can't even model your own character which is lame; well unless they can modify those details but from what I've seen I don't think it's possible.
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I exported a 1600 joint animated mesh to Doom3 once- didn't break anything and there were other animated figures in the test room.
I wrote a script for maya that took mesh deformers and converted them to per-vertex joints, then parented the joints to the character rig prior to export. Obviously created a ton of joints but idTech4 ran it like a champ.
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