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PeterB

Sneak Peak Behind-the-Scenes of NBA2K16 With Shaq

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Catch this personal video interview on 2KTV with Shaquille O’Niel and Rachel Demita as they talk about the motion capture pipeline experience for NBA2K16. Faceware’s Pro HD Headcams, software and technology kept the players playing and the commentators from TNT NBA true-to-life.

As shared by our Performance Capture Supervisor, Christopher Jones, “the shoot with Kenny, Shaq, and Ernie in our Pro HD Headcams was a true pleasure to see broadcast professionals at work.  We were able to duplicate and then refine the capture pipeline we setup with 2K / Visual Concepts and House of Moves the year before on NBA 2K15.  The teleprompters, audio, mocap, facial capture, and witness cams were setup to be rapidly triggered so the guys could work as fast as they would on their television set.  Instead of talking about how many seconds or minutes of content captured, we were talking about how many hours of content we captured, per day.  A lot of this comes from the benefits of working on a “studio” show.  There are no sets or marks to change, the talent are the best at what they do, and ad-libbing is encouraged.”

 

 

 

Teredek Wireless Video Products Power Our ProHD Headcams

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We had the pleasure of hosting the team from Teredek to show them how we use the Teredek Bolt on every shoot as a necessary piece of our workflow. On their visit we showed them how motion capture technology works and had a little fun. Their feedback, “Faceware is at the forefront of this CG movement.” Great partners!

We’re Walking The Line Across the Uncanny Valley

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Faceware is proud to help Atomic Fiction walk the line across the Uncanny Valley in the sensational release of The Walk.  We’ve been involved with this thrilling project over the past few years, with high anticipation of the final output that VFX supervisor Kevin Baillie and his team would achieve.  Early reviews from critics are raving about the stunningly real visual effects, and much of the commentary focuses on the re-creation of the World Trade Center.

So what are we the most excited to hear, or perhaps NOT hear? That no one is questioning, “how did Joseph Gordon Leavitt walk on the cable?”

It is likely that audiences are assuming that all of the Joseph Gordon Leavitt shots were done with use of green screen technology. In reality, around 40 of the shots of him were created digitally using a body performer and photoreal face replacement technology engineered by Faceware.

Screenshot_AN_TheWalkAs Kevin Baille reflected,

“Faceware’s technology allowed Joe’s acting to come through on the digital version of his face. Your technology made it possible for Joe’s character to be faithfully represented.”

The masterful editing by director Robert Zemeckis allowed the face replacement shots to be seamlessly integrated within actual green screen performances.   This amalgamation of digital and reality beguiles the audience into believing the faces are all real.

The fact that no one is talking about Joseph Gordon Leavitt walking on the cable validates for us at Faceware Tech that our technology helped Atomic Fiction cross the Uncanny Valley with their Digital Human pipeline. That the cinematic audience believes the digital character is realty gives us a reason to high-5 around the think-tank.

It’s not often a  company says they are genuinely thrilled about a PR void when it comes to their contributions — but for us and other vital contributors to film-making, this lack of commentary speaks volumes for this breakthrough. The technology behind The Walk is a major feat for the Visual Effects industry.

“You vs. Sharapova”: It can happen at the U.S. Open

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Pro HD Wireless Headcams make VR Experience Possible

Los Angeles, Calif. – Aug 15, 2015 (Original Post on Tennis.com)- Virtual reality matches against the Russian will take place around the US Open grounds. (AP).  Faceware was proud to provide wireless Pro HD Headcams in the making of this VR project. 

“I’m no actress,” says Maria Sharapova, “but you feel like you’re part of The Matrix in a way.”

For those super-fans and boisterous upstarts alike, the opportunity to play against Sharapova at the U.S. Open this year is a reality. Virtual reality, that is, as American Express has harnessed the forthcoming HTC Vive device and Steam VR technology to bring exactly that experience to fans at three outposts on the grounds of the USTA Billie Jean King National Tennis Center during the season’s final major event, per Adweek.

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“I was so excited when American Express approached me about this virtual reality,” says Sharapova, “because, as a tennis player, I know how emotional and physical the sport is. And virtual reality is all about the details of our movement, and the power, and the explosiveness. By doing all the things that we’ve done today, I think that will really show the fans how powerful we really are.”

The virtual Sharapova encourages the user with sayings such as “Good try. Breaking serve is tough.” Here’s hoping Sharapova herself, who just pulled out of the WTA Tour’s Cincinnati stop after doing the same in Toronto, gets fully healthy ahead of playing in the flesh in New York.

Faceware Tech announce Unreal Engine Plug In

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Faceware Live Gets Unreal

Los Angeles, Calif. – Aug 11, 2015 – Faceware Technologies, the leading provider of markerless 3D facial motion capture solutions, today announced the launch of the Faceware Live plugin for Epic Games’ Unreal Engine 4. The new integration will enable UE4 developers to capture facial movements with any camera and instantly apply those movements to characters in the Unreal Engine. Those interested in the plugin can get more information from Faceware’s website or by visiting Faceware at SIGGRAPH 2015 (booth #753).

“Faceware Technologies has a long history of creating some of the most iconic and realistic faces in games and films,” said Peter Busch, vice president of business development at Faceware Technologies, “while Epic’s Unreal Engine is known for helping create some of the best-selling games ever. Integrating our real-time technology with their premier game engine was just a natural fit.”

The new Faceware Live plugin works like this: Unreal Engine users capture an actor’s facial movements using any video source, such as an onboard computer video or webcam, the Faceware Pro HD Headcam System, or any other video capture device. That captured movement data is then streamed instantly into the Unreal Engine to drive a character’s facial animation in real time. The facial movements display in real time via the Unreal Persona animation system.

The plugin was co-developed by Australia’s Opaque Multimedia (the company behind the Kinect 4 Unreal plugin, the UE4 integration with the Microsoft Kinect 2 sensor) and is ideal for quickly generating facial animation for animatics in the pre-viz process, or for creating facial animation for live interactive events, shows and concerts.

“The ability to combine the power of the real-time performance capture pipeline of Faceware Live, and the power and flexibility of Unreal Engine 4, gives developers an incredibly powerful tool,” said Norman Wang, the director of development at Opaque Multimedia. “Developers will be delighted to see how easily they can access the data from the Faceware plugin through the native Blueprint interface.”

Several unannounced projects that utilize the plugin will debut later this year.

For pricing and sales information, contact sales@facewaretech.com or visit Faceware at SIGGRAPH 2015 (booth #753). For general product information, please visit the Faceware Live page.

 

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About Faceware Technologies
Sherman Oaks, California-based Faceware Technologies Inc. (FTI), which spun off from Image Metrics in 2012, is dedicated to meeting the needs of professional animators in the video game, film, television, and commercial industries. The company’s Faceware product line has been utilized in the production of more than 130 video game titles, feature films, music videos, commercials, television shows, and stage plays, and is the leading facial animation solution provider for clients such as Double Negative, Digital Domain, Blur Studios, Activision-Blizzard, Rockstar Games, Microsoft, 2K Sports, Electronic Arts, Ubisoft, Sega, Sony, Bethesda, Motion Theory and Moving Picture Company. The Faceware Facial Motion Capture product line consists of the Faceware Head-Mounted Camera System (HMCS), the 6th generation facial performance capture hardware; Faceware Analyzer, which allows clients to analyze and process their own performance videos without IP or content going offsite; Faceware Retargeter, a free plug in which allows users to create facial motion capture data at a much faster rate than traditional methods; and Faceware Live, the real-time facial capture and animation solution.

About Opaque Multimedia
Opaque Multimedia is an award-winning technology consulting and game development firm based in Melbourne, Australia. With a strong focus on adapting entertainment technologies to novel applications, Opaque Multimedia specialises in altering, extending and combining existing and emerging technologies and design techniques to solve problems in a range of domains.

Opaque Multimedia has significant expertise in Unreal and other game engines, especially plugin and renderer development; VR tools and applications; conducting research and interfacing with academia; and developer experience design. Opaque Multimedia extends entertainment technologies with designs and innovations from computer vision, bionics, robotics, artificial intelligence and data analysis to solve problems in a range of complexities and contexts.

Opaque works closely with some of the largest tech companies in world, including Microsoft, Google, Valve and NASA; partnering to develop innovative, cutting-edge solutions.

If you’d like to engage with Opaque for R&D, design, games or software development, email contact@opaquemultimedia.com.

For more information, please visit:
Website: www.facewaretech.com
Twitter: https://twitter.com/#!/FacewareTech
Vimeo: http://vimeo.com/facewaretech
LinkedIn: http://www.linkedin.com/company/2509306?trk=tya

Batman Arkham Knight uses Faceware

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Bart
Warner Brothers Interactive developer Rocksteady leveraged Faceware’s Pro HD Headcam and Analyzer and Retargeter software during the production of Batman: Arkham Knight.

The Witcher 3: Wild Hunt kills it with Faceware

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CD Projekt Red and Digic Pictures Kill It with Faceware on The Witcher 3: Wild Hunt

Behind the scenes link on FXGuide:
http://www.fxguide.com/featured/behind-the-scenes-of-digics-witcher-3-cinematic/

“A Night to Remember”, The Witcher 3: Wild Hunt launch cinematic, has arrived!

Feast your eyes on a gripping portrayal what The Witcher 3: Wild Hunt is all about and step into the shoes of professional monster hunter Geralt of Rivia in this launch cinematic.  CD Projekt and Digic Pictures leveraged Faceware for the gripping trailer.   Look for more Faceware work when The Witcher 3: Wild Hunt Releases May 19, 2015

 

Kleenex Cottonelle Heart of Borneo Project

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Kleenex Cottonelle Heart of Borneo Project

Method Studios proudly used Faceware Analyzer and Retargeter on Kleenex Cottonelle’s Heart of Borneo project.   The spot is aimed at saving lives of Orang-utans’ livingin the heart of Borneo. Largely due to deforestation, their population has halved in the last 6 decades.   As the only partner of WWF Australia’s Love Your Forests program, Kleenex Cottonelle® has been committed to sustainable forest management and promoting FSC® Certification – the mark of responsible forestry.

See how you can join their cause at https://www.keeptheheartbeating.com.au/

Making of Ubisoft’s “The Crew”

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Ubisoft and Puppetworks leverage Faceware on The Crew


Puppetworks Studios used Faceware software on the exciting Ubisoft title “The Crew.”   Puppetworks is a high-end character animation and visual effects studio providing digitial production services for computergames, films, and commercials (http://www.puppetworks.eu/).   The Crew was developed by Ivory Tower games and Ubisoft Reflections and was released December 2, 2014.

Mocap Vaults and Faceware Team up For Mocap Summit in LA

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The Motion Capture Summit- Los Angeles, California June 2015


The Mocap Vaults is partnering with Faceware Technologies Inc. and Just Cause Productions to bring you the most exciting event in motion capture.

In June 2015, we are launching an event that will unite technology and drama for a two day intensive learning experience for actors, directors, animators and technicians. There is nothing else like it. The Mocap Vaults and our partners feel that it’s time to blow the world of mocap wide open.

Working in a professional motion capture stage, you’ll be taught by a group of industry veterans with specialisation in your chosen field, whether you want to work in front of the cameras or behind them. We’re bringing together the greatest minds in the business for a momentus weekend of training and development.

You’ll learn the skills required to work in both video games and movies and actors will leave with high quality show reel material that will get you started in the business.

We want to create a new wave of mocap superstars that are trained, prepped and ready for the job. We will have guest speakers that invite the various fields of mocap to share knowledge and precious advice with each other, aiming at a new, higher level of performance capture than ever before.

There are very limited places at the event so if you wish to attend then please contact us as soon as possible to register interest.

Interested studios can visit the contact page here:

http://www.themocapvaults.com/#!summit/cimb