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Posted: Sep 22, 2009
Category: Animation, Autodesk Softimage, Tips and Tricks
Hi everyone,
This will be a short post as I'm in an airport half way around the world en route to Singapore! I'm taking a couple weeks vacation for once so you wont hear much from me until I get back but I wanted to let you all know that on Sept 30th I have an hour long webinar focused on the Face Robot tool set found in the new Softimage 2010. It will cover a good overview of tuning and solving a face as well as the Maya and Real-Time game export pipeline. I finished it up moments before I headed off to LAX to depart, I hope you all learn something!
Here is a link to register and to check out all the other webinars being delivered by the rest of the team.
http://www.autodesk.com/virtualentertainment
See ya later!!
mark
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In order to post any comments, you must be logged in!
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| Posted by fromme on Dec 28, 2009 at 08:05 AM
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| after the movie Avatar's and its behind the scene nothing seems impossible. Am I impossible with my expectations or what. Please do provide us with the understanding of the pipeline used for Avatar (Software + Hardware + Skill sets). Then again there would have been tons of mocap data being polished to get the right effect. How simple of difficult would it have been to use the generated data to get it going. Thanks.
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| Posted by tony cban on Dec 16, 2009 at 11:47 AM
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| To make the facial mocap data work for face robot head, it is not so autonomous as motion builder with using actor as you know each mocap actor face is different and may not fit into the head mesh. It requires a lot of experienced and complicated tasks to make the mocap data works. What a user needed is to have a quite normal facial animation generated automatically from the first 5 stages of face robot pipelines but always disappointed. It always need a lot of unstructured workflow to fine tune at sixth stage in order to make the mocap data works. Many hidden assumptions are not stated in the training material and the training material is not in depth. That may be the reasons why that not much demo reel been found in the public. Then what are the advantages of using face robot than that of using traditional blend shape or using bone method.
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| Posted by Mark Schoennagel on Oct 09, 2009 at 12:29 PM
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Hi everyone,
Well I made it home safe and sound. Witnessed a fantastic Formula 1 Grand Prix over there then chilled out and recharged the ole batteries on a little island in Thailand. I have to say I'm rather invigorated- now I understand why people take these things called vacations!
So onward to answering a couple questions. First, one thing I cant do on this blog is comment about future technologies. It's not an Autodesk thing, its a legal thing that all public companies have to abide by. That being said there's not much I can say about Movimento being in Softimage other than its cool and would definitely be a nice system for Face Robot to support. I can comment on the other part of your question though Fromme on integrating Face Robot into Max or Maya. That's something I don't think you will see anytime soon and for good reasons. Mostly it would take a lot of engineering work which would take resources away from innovating new technologies in Max, Maya and even Softimage. I think the goal at Autodesk is to make our products talk better with one another so that the data is easy to share and then just use the right tool for the job. One thing we cant do is start porting all the features from one product to another and defocus something new and exciting. Does that make sense?
VFX, your question is a good one too. Probably the easiest way to do what you're asking is the following. Start with am entire character and lop its head off, just select all the polys and extract or delete them so that you have 2 meshes. One of the head, one of the body. Do all the Face Robot animation and when you satisfied merge the two meshes back together and use the GATOR functionality in the merge tool to transfer all the envelopes, shapes, textures etc.. This should get you back to a nice seamless mesh with all your animation preserved. I'll see if I can get some time and recreate the infamous GATOR demo video which shows this workflow well.
No kidding on the gum btw, jeez!!! lots of fines to be had over there!!
Cheers everyone!!
mark
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| Posted by VFX Media on Sep 30, 2009 at 05:51 PM
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Mark,
I just finished watching the Face Robot webinar... and all the new possibilities seem really inspiring! There is no doubt that... the new upgrades and additions have truly upped the bar and made Softimage 2010 an extremely fast and powerful choice in animation and visual effects.
After the presentation I asked if you could solve a facial animation from a FULL body character. The response was that you should probably disconnect the head to solve it, and I'm not sure what the full meaning of that was..? Did that mean that you create a copy of the head and pull it into Face Robot, solve it there and then transfer the rig back to the full body? If you could elaborate on what the easiest process flow would be for a facial solve on a full body character, then that would be very helpful. Thanks.
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| Posted by fromme on Sep 29, 2009 at 03:40 AM
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| I wanna ask that...... Why should not MOVIMENTO be incorporated with Face Robot...... Plus My other question is that why should Face Robot be just a part of Softimage..... As they are all AUTODESK products for more or less the same industries then Shouldnt there be a pipeline for MOVIMENTO and Face Robot IN-BUILT into 3ds max and Maya individually...... What is stopping you and who is stopping you..... Thanks.
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