Faceware’s Suite of Technology Amps Up Call of Duty: Infinite Warfare

By | News | No Comments

Infinite_Warfare_smGaming Community Get Ready!

Today’s the day – Call of Duty: Infinite Warfare release!

Facial Motion Capture Awesomeness

Faceware hardware and software was used for facial motion capture and facial animation for new scenes and characters. How will this play into the storyline? Players will step into the shoes of Captain Reyes, a Tier 1 Special Operations pilot who helms the Retribution, one of Earth’s last remaining warships. Reyes’ story will see him/her lead the “remnants of coalition forces against a relentless enemy.” The campaign will take players across the solar system, spanning locations including Earth and beyond in a “grand scale war.”


Technology Lends Credibility

Faceware ProHD Headcam Systems and Analyzer and Retargeter software were used to mocap actor Kit Harrington and MMA champ Connor McGregor. Want to learn more about the mocap behind Call of Duty? Here’s Brian Bloom talking about the intricate motion capture in a behind the scene reveal.


Looking for more? Watch the official trailer here and let us know what you think!

Analyzer 3.1 Released

By | Product Update | No Comments

This minor release of Analyzer includes around two dozen fixes and improvements that resolve most of the initial issues users are seeing with Analyzer 3.0. If you were having intermittent issues Parameterizing then this new build should fix that for you. Release notes are listed below.

This update can be downloaded from our website in the ‘Downloads‘ section if you have a current Faceware Subscription. As always, if you have questions or need any assistance please email us at support@facewaretech.com.

3.1 Release Notes:

  • Improved and fixed several issues that were causing some users to not be able to Parameterize
  • Fixed an issue where you sometimes couldn’t create a new Job from an Image Sequence
  • Fixed an issue with Trimming that was occurring in certain languages
  • Fixed an issue where the Start and End time were not displaying properly with Image Sequences
  • Fixed an issue where the Height and Width of the image was not being saved properly when rotating your input video
  • Fixed an issue where the wrong error string was displaying if your .FWT file already existed when creating a new Job
  • Fixed an issue where AnalyzerBatch was not checking for an existing FWT folder before creating a new Job
  • Fixed an issue where Trimming in AnalyzerBatch was sometimes failing using drop-frame time-code
  • Fixed an issue where AnalyzerBatch would sometimes crash after ExportLandmarkPositions finished
  • Fixed an issue where the End time in Trimming was not displaying properly
  • Fixed an issue where NewJob in AnalyzerBatch was not displaying the correct exit code
  • Trimming in New Job has been optimized to work more quickly
  • Start and End time in Trimming will now update properly when selecting a new input video
  • Optimized the CountValidFrame command in AnalyzerBatch
  • Parameterization in AnalyzerBatch will now initialize the Web Service URL before attempting to contact the server
  • Fixed an issue where the CountValidFrame command in AnalyzerBatch was not working properly with a list of videos
  • Fixed a crash when specifying a directory path instead of a file path for the FWT parameter in AnalyzerBatch NewJob
  • Fixed an issue where AnalyzerBatch NewJob was not reporting the correct error when using an unsupported video codec

DOOM: Recreating the Legend

By | News | No Comments

Without a doubt, the iconic horror first-person shooter DOOM forever changed video games when it first launched over 20 years ago. “DOOM is a Deathmatch, an attitude, an expression,” says DOOM Senior Producer Sean Bean. “It’s rock-n-roll and sending demons straight back to Hell with a double-barrel shotgun with blood on your face.”

Facial Animation for the Speed of Production

When the time came to reboot the iconic game and take cutscenes to the next level, CounterPunch Studios brought in Faceware’s Analyzer and Retargeter software. Andrew Egiziano, owner of CounterPunch Studios has a deep relationship with the tools, “the CounterPunch team has been using the tools alongside the developers for years…The software that Faceware produces allows our company to achieve higher quality animation at unprecedented turnarounds. This allows us to create high volume quantities of quality animation in very short timelines.”

Animators can then focus on creativity and bringing out the best performance possible. Analyzer tracks points on a performance capture actor’s face and sends the data to Retargeter to apply that data onto a CG character in a fraction of the time it would traditionally take. “The software did the heavy lifting with our artists’ direction. This gave our artists more time to focus on the details and fine-tune the areas that take the animation to the next level,” Egiziano explains.

“Analyzer does a great job at capturing the essence of the performance – the process allows us to quickly choose extreme facial shapes in order to train the software in capturing the most out of the performance. We can really capture the necessary subtleties of the performance… Once the data is converted to use with Retargeter, it creates and constructs an animation based on these poses – this saves time and allows the artist to focus on creativity and personality of the character,” Egiziano continues.

The CounterPunch team delivers an amped experience for DOOM packed with creativity, personality and action that makes the game better than ever. Check out the trailer…if you dare!

Analyzer 2.6 and Retargeter 4.6 Software Updates

By | Product Update | No Comments

We heard your feedback – check out what’s new…

We’re excited to announce the release of Analyzer 2.6 and Retargeter 4.6.  These new versions include a lot of highly requested features, improvements, and bug fixes.  We heard your feedback and have added some great new functionality that will make you faster, more efficient, and produce even better results than before.

Check out the highlights below and watch the new release videos on YouTube:

For full release notes, visit the change-logs here:

New Version Highlights:

  • 2015 Retargeter Plugins are now available for Maya, 3DS Max, and MotionBuilder
  • Head Rotation can now be automatically applied with AutoSolve
  • Optional, independent Jaw and Cheek Tracking groups have been added
  • ‘Track’ is now available in AnalyzerBatch for Fully Batchable PRO Tracking
  • New Batch Commands in Retargeter for 3DS Max and Softimage
  • Over three dozen bug fixes, improvements, and new features
Have any questions?  You can always find us at ‘support@facewaretech.com‘!

Faceware Tech Launches New Indie Facial Mocap Package

By | Press Release | No Comments

Faceware offers complete facial mo-cap
package for less than $3,000;
upgrades pro versions of software and hardware

Faceware is best known for its professional tools, which have been used in Academy Award-winning movies such as The Curious Case of Benjamin Button, and top-grossing video games such as Grand Theft Auto III-V, Red Dead Redemption, Killzone:Shadow Fall, NBA 2K10-2K14, Sleeping Dogs, Crysis 2 and 3, and Halo: Reach. With the launch of the Indie Faceware Mocap Package, Faceware is bringing its powerful tools to a rapidly growing segment of the video game market: developers of mobile and indie games.


The Faceware Indie Facial Mocap Package is geared towards budget-conscious development teams that still demand a superior level of realism in their characters as well as animation teams seeking their own internal performance capture solution.    It includes all the technology users need for facial performance capture and animation: a lightweight and performance-enabling GoPro Headcam Kit, which includes a GoPro® Hero3+ Black camera mounted in front of an actors’ face with Faceware’s industry-leading design.   The facial performance capture kit also includes a one-size-fits-all helmet and a variety of camera-mounting options; a license of Analyzer 2.0 Lite, which allows users to automatically extract facial movements from any video source; and a license of Retargeter 4.0 Lite, which allows users to automatically apply/solve video performances quickly onto their digital characters.

“The games market is undergoing tectonic shifts as new platforms emerge. With that shift, we’ve seen downward pressure on production budgets. Yet at the same time, gamers continue to demand quality games with good stories and believable characters,” said Peter Busch, vice president of business development at Faceware Technologies. “With the new Indie Facial Mocap Package, we hope to give animators at every budgetary level the tools to create and add more realism to their characters, no matter what platform they are created those characters for.”

Faceware has also launched upgrades to two products in its Professional Product Line: the ProHD Headcam and Faceware Analyzer Pro.  The HD Headcam Pro system upgrades the current Professional Headcam system with a new option for an HD camera head with 1080p30 or 720p60 HD-SDI output and simultaneous 480i 29.97fps SD composite output.  Other enhancements include polished fiberglass helmets, slimmer belt systems, and an optional zero-frame delay HD wireless system.



Faceware Analyzer Pro now includes the features of batch/script capability and export landmark positions, which gives users the ability to export the X,Y positions of the landmark (Marker) positions and is great for quality control, shader integration, and/or facial research and study.

For more information on the new package and product upgrades, visit Faceware at GDC 2014 (Booth 735), go to www.facewaretech.com or contact sales@facewaretech.com.

GamingBolt – Faceware's Jay Grenier Talks About Motion Capture In Games, Console Limitations, Future of Tech And More

By | News | No Comments

€œWe recently had an opportunity to interview Jay Grenier, Director, Technical Operations at Faceware Technologies, Inc. Faceware is a company that specializes in facial motion capture for video games as well as movies. They have have brought faces to life in AAA video game franchises like Crysis, Grand Theft Auto and Assassin’s Creed. We asked Jay about the future of the technology, the games that are utilizing Faceware and a ton of other interesting things.€

Read the full article here: http://gamingbolt.com/facewares-jay-grenier-talks-about-motion-capture-in-games-console-limitations-future-of-tech-and-more

Analyzer 1.2 Released

By | News | No Comments

Faceware Tech is happy to announce the release of Analyzer 1.2! The focus of 1.2 has been to increase the speed of the processing as much as possible and reduce the amount of time it takes to export your data. This includes many back-end optimizations as well as an upgrade to a powerful new server. Users should notice a significant boost in the speed of Parameterization. Read on for more info!

Download the new version here.

1.2 Release Notes

Parameterization ImprovementsThe Parameterization process, which can be thought of as the final “export” of facial tracking data, has been sped up significantly. We've focused a considerable amount of effort into optimizing the process on the back-end to increase overall speed and improve the user experience.


  • The overall speed of Parameterization has increased dramatically
  • You will now be alerted instantly if your login credentials are incorrect
  • Messaging during Parameterization has been improved
  • There is now access to a Time Out variable in Options that can adjusted in extreme cases
  • The €˜Web Service URL' has been updated to point to the new server €“ https://secure.facewaretech.com/1.0/

Server-SideWe have migrated our production server to a new AWS (Amazon) cloud-based system. This allows for:

  • Improved processing speeds
  • Quick scalability to adapt to growing production needs of large projects
  • Maximum data security
  • Minimization of service outages

General Improvements

  • You can now click and drag the line between two landmarks to move the two connected points together
  • The issue that produced the error: €œInput String was not in a correct format€ that some users were experiencing has been fixed
  • In some cases, users were experiencing a €œtime out€ from the server when working with very long videos €“ this has been fixed

Upgrading from a previous version of Analyzer? You will want to manually change your €˜Web Service URL' to point to the new server to take advantages of the new speed. Because you've previously used the app, your current URL is saved in your preferences and will persist even when you upgrade. Simply change the URL the first time you Parameterize on 1.2, and it will be saved going forward. The new URL is: https://secure.facewaretech.com/1.0/

We're excited to hear your feedback on this new version. Feel free to contact us and let us know what you think. Thanks for using Faceware!

Faceware Webinar Series: Getting Started with Analyzer Come and join us for a FREE webinar on October 2, 2012

By | News | No Comments


Join Faceware Product Specialist, Brian Genna, as he walks through his facial tracking workflow and covers some of the tips and tricks that have enabled him to master Analyzer. With fast tracking comes fast facial animation. Using Brian's techniques you'll see how it's possible to produce top quality tracking data extremely quickly.

He'll be covering the basics of the application, the tracking workflow, as well as doing a QA at the end of the session to answer specific questions from the audience.

Brian Genna has been with Faceware for five years and has been an integral part of the facial animation productions on dozens of AAA video games, music videos, commercials, as well as multiple award-winning feature films. He's one of the leading forces behind the design of Analyzer.
Space is limited.
Reserve your Webinar seat now at: https://www3.gotomeeting.com/register/515812854

Title: Getting Started with Analyzer
Date: Tuesday, October 2, 2012
Time: 2:00 PM €“ 3:30 PM PDT

After registering you will receive a confirmation email containing information about joining the Webinar.

System Requirements
PC-based attendees
Required: Windows 7, Vista, XP or 2003 Server

Mac-based attendees
Required: Mac OS X 10.5 or newer

Mobile attendees
Required: iPhone, iPad, Android phone or Android tablet