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| New Facial Animation Plugin : 3ds MAX 2010 / FaceEngine
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Dear 3ds Max users ;
At last , we finished our plug-in for 3ds max 2009 and 2010 .
You can see the usage of this plug-in at :
http://www.vidivodo.com/327029/3ds-max-2010-faceengine
As a detail, some of the sections of the video file is
trimmed. But, we can present the original video sequence.
And also , as you see the clock speed in the video ,
some of the sections are the fast to decrease the
presentation time.
The plug-in captures the marker’s motion on the
video file that can be recorded by a digital camcorder or
a standart web-cam. And then , it creates the motion keys
for selected 3d head mesh. And also, you can link the head to the
biped as you will see in the video, or , assign the physique
modifier on the animated face.
And also the video file can be downloaded from :
http://rapidshare.com/files/296571933/FaceEngine.rar
password to unlock the rar file above : spider1
Another link for testing the 3d mesh :
http://www.vidivodo.com/278543/3ds-max-facial-motion
We will be glad if we can learn your considerations about our
study. Please feel free to contact us :
devrim_dincer at yahoo.com
Thank you
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The thing that seems really missing is a stabilize function. The head mesh moves with the markers, but the markers should only be calculated as offset values, keeping the head steady and only moving the markers as offsets to whole of the face movement. The face movement itself should be plotted back as pos/rot data on the head bone. Right now it looks not very practical in use, since the whole of the head mesh is moving.
I very much like the idea though!
Keep it up,
-Johan
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Dear Johan ,
Thank you very much for your interest ,
Yes , that is correct , It seems unstabil , but , The sample movie is the first demo movie ,
The rotation of the Head is calculated according to the additional marker on the undeformable section on the nose, so the rotation is Okey now , It was causing to whole motion , so it is solved ,
and the number of markers are increased to stabilize the motion , So it is very stable on the corrected version of this plug-in ,
Thank you for your consideration again
Author: Faceactor
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| Replied: 24 November 2009 09:05 PM
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Alright, good to hear that is being adressed.
I do wonder how the weights are distributed as well, is it manual weighting of a skin/physique modifier with the placed markers, or is there a new underlying skin solution simulating the muscles?
Can we use the recorded tracker data for custom setups. I have developed a face rig system already, it’s based on offsets from it’s default point, so piping in tracker data was something already on my wishlist.
I wonder what this tool has to offer beyond just exporting tracked data from a compositing package like nuke/fusion etc, if we would compensate for the head offset. Does it extract rotations of the head etc.
Thanks,
-Johan
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Good questions , thank you ,
There were 2 ways to deform the head at the beginning, but I prefered one of these types , because all of them need manual weighting according to the size of the head and polygon number & size of the mesh, That is all I can say at this moment,
There is an external file that is created by the plug-in , if you save it , you can use it again and again for another meshes in order to use new tracked facial performances.
For this tool , if there are 2 marker on the nose , the rotation of the head is being extracted as 0 degree if the middle vertical axis of the head is on the vertical axis of the world . And also , this rotation value will be converted to rotation key for the head if it is 0 degree or not , in the other words , the rotation for all frames is being calculated. I hope I could understand your third question.
Thank you
Author: Faceactor
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| Replied: 25 November 2009 12:12 AM
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wow I been looking for any plug In like this one Thank u so much any Webcam special for use It?
3D modeling? join at us http://www.turbosquid.com/search/artists/interu2x?referral=interu2x
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Dear Interu2x ;
Thank you very much ,
A standart web-cam is proper but the lighting needs to be good , for example , 4 points ligthing can be enough
Author: Faceactor
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| Replied: 25 November 2009 03:10 AM
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Really nice I have been looking for a solution like this too,
thanksssss
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Thank you for your interest robinx
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Amazing plugin.really loved How acurate it is, and seems that will have fantastic integration
with 3dsmax 2010.
At least but not last , is there a release date scheduled ?
Luiz Mihich
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Thank you Luiz;
We think the same and also would like to see it as a standart plug-in for 3ds Max.
And we will inform you and the other users about the release date in a few days.
Thank you again
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Good job, congratulations ,
I wonder when we will be able to use it ?
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Thank you notrino,
We will inform you and the other users about the date here,
FaceEngine Team
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Hi Devrim,
I know I already wrote you things I would like this plugin to have to your email, but well i like to do it here too so others users can ready it too.
well I would like to ask you these:
1. make it compatible with 3ds max 2008 too
2. eye lids markers would be important
3. western union payment method for those that doesn`t have credit cards
4. Head rotation markers, maybe this is already done but in case is not.
Thank you in advance , and congratulations for such impressive plugin and idea. im looking forward for the release.
regards,
Wicq
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Hi Wicq,
The compatibility for 3ds Max 2008 is being checked , eye lids are important and will be calculated in
the next version of FaceEngine,
We will inform you about the payment method and western union will be an option , and the rotation is already done, maybe we will upload another video to show the fixed rotation problem ,
Thank you for your interest.
Devrim
Author: Faceactor
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| Replied: 28 November 2009 01:54 AM
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