VRLA is the world’s largest virtual reality expo, building awareness to this rapidly expanding new generation of VR! The VRLA Expo hosts a thriving community of developers, entrepreneurs, enthusiasts and more, all excited and curious about this modern renaissance of virtual reality, augmented reality and immersive technology.
Los Angeles – Sept 20, 2016 – Faceware Technologies, the leading innovator and most experienced provider of markerless 3D facial motion capture solutions, today announced that video game developer, Bungie, Inc., has used Faceware’s ProHD Headcam System, along with its Analyzer 3.0 and Retargeter 5.0 Studio Plus software packages, to enhance the facial expressions and emotions of Lord Saladin and the new Iron Lords in Destiny: Rise of Iron.
Destiny: Rise of Iron is a major expansion for Bungie‘s first-person shooter, Destiny. Releasing today for PlayStation®4 and Xbox One, Destiny: Rise of Iron features an all new cinematic story campaign set within The Plaguelands, a brand new location on Earth. Under the command of Lord Saladin, players will face a new faction of Fallen Devils, the Splicers, while unravelling the mystery of the Iron Lords. Rise of Iron features new weapons, armor, and gear, as well as a new cooperative three-player Strike, a new mode and maps for the Crucible competitive multiplayer, and an all new six-player cooperative Raid.
Destiny: Rise of Iron also brings new levels of photorealism to the game characters in the new story campaign and cutscenes. Faceware Technologies’ markerless motion capture system was previously used on Bungie’s Destiny. With this expansion, Bungie’s animation team upped the ante, using Faceware’s ProHD Headcam System to enhance the performance capture of their live actors. They then applied that new level of detail to the performance of the Iron Lords using Faceware’s Analyzer 3.0 Studio Plus and Retargeter 5.0 Studio Plus software packages. The result is a visually stunning set of characters that invest players ever more deeply in the world of Destiny.
We’ve worked closely with Bungie over the years and they never cease to strive for the very best. That commitment shows in the characters they’ve created for Destiny: Rise of Iron,” said Pete Busch, VP of Product Development at Faceware Technologies. “All of us at Faceware are honored that Bungie has chosen our products yet again to bring their game characters to life.”
Faceware’s software products identify the movement of an actor’s face from video and apply that movement to a computer-generated character. Together with its head-mounted and stationary cameras, Faceware’s technology is being used successfully in award-winning movies like The Curious Case of Benjamin Button and The Walk, and top-grossing games like Grand Theft Auto III-V, NBA 2K10-2K16, Destiny, Batman: Arkham Knight, Call of Duty: Advanced Warfare and DOOM.
For more information, visit www.facewaretech.com or contact firstname.lastname@example.org.
Information on Destiny: Rise of Iron can be found at Bungie’s official website: https://www.destinythegame.com/ca/en/rise-of-iron
About Faceware Technologies
Faceware Technologies Inc. (FTI), established in 2012 after years as part of leading facial tracking and augmented reality company Image Metrics, is dedicated to meeting the needs of professional animators in the video game, film, television, and commercial industries. The company’s Faceware Facial Motion Capture product line has been utilized in the production of hundreds of 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. Faceware’s product consists of the Faceware GoPro and Pro HD Headcam and Tripod Capture Systems; Faceware Analyzer, which allows clients to analyze and process their own performance videos; Faceware Retargeter, an Autodesk plugin 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. www.facewaretech.com
Bungie was founded in 1991 with two goals: develop kick ass games that combine state-of-the-art technology with uncompromising art, captivating storytelling, and deep gameplay, and then to sell enough copies to fund our ongoing quest for World Domination. Over the past twenty-five years, Bungie created a bunch of fun games, including the Halo franchise, the Marathon Trilogy, and the first two Myth games. Our independent, employee-owned development studio is located in Bellevue, Washington, the base where we launched our most ambitious project to date: Destiny.
More information on Bungie can be found at www.bungie.net.
Peter Busch, Vice President of Business Development at Faceware, an industry leader in facial animation and mocap, shares Faceware’s vision of the future for this important aspect of content creation with GBR.
In Peter’s own words, “Facial animation has advanced significantly in the past several years, and it’s gearing up to advance even more in the next several. Here are five ways we expect that to happen”:
1) Details, details – Characters in today’s games are already pushing the realism envelope when it comes to facial performances; but that will only increase with time. Computing power keeps going up, driving up the level of detail that can be rendered in real-time in a scene, both on mobile devices and in PC and console games. Look for more realistic facial movement and in particular, eye movement, in tomorrow’s games.
2) Not just for games and film – Content creation tools are getting easier to use, less expensive, and now support multiple languages. That means that more people will have access to the hardware and software needed to create good facial performances. That, in turn, means facial animation, whether pre-rendered or rendered in real time, will appear in more indie games and expand globally beyond games and films into live shows, theme parks attractions and more.
3) Replace your face – You saw it done in The Curious Case of Benjamin Button, Fast and Furious 7 and in The Walk. Facial replacement is a thing. It can turn young people old, older people young, and famous people into the craziest stunt people ever. In other words, it opens up a world of possibilities for actors. Given the lowering barrier of entry, these techniques are now expanding to burgeoning markets, like India and China, enabling those filmmakers to take on far more ambitious projects, like L.O.R.D and Ek Tha Tiger, where most of the scenes incorporated facial replacement.
4) Game engines get in the game – Game artists and animators can spend days creating amazing looking faces, but in the past, most of that detail would fall apart when it got to the game engine. Game engines just weren’t capable of supporting many of the details and techniques needed for realistic facial performances. That is changing. Unreal Engine 4 just released a new facial module to help standardize facial rigging. Look for this sort of support to become the norm, not the exception.
5) Interactivity – It’s one thing to watch an animated character in a game. Is quite another to interact with one. Today, we’re able to interact with characters animated in real time via live performances or kiosks at theme parks, as RoosterTeeth recently did in Australia. It’s rudimentary, but it’s effective. Tomorrow, we’ll be able to interact with player-driven characters or AI-driven avatars, in game, in real time. Imagine saying something to a character in a game and having that character respond to you as they would in real life. This will change the face of games. We’ve been working toward this future for some time and will have more exciting things to announce shortly.
GBR Analyst’s view:
As facial animation tools and correlated AI continue to mature, we should see more realistic and engaging animated characters appearing in AR and VR games/applications as well. One can envision possibilities for virtual team mates in VR games, human-like helpdesk “bots” that more or less pop up in AR apps and other characters as Peter alludes to above, further driving the state of the art for facial animation, particularly for real time rendering. Game engine developers, take note.
About Faceware Technologies:
PR Contact Information:
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.
“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.
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:
- Analyzer 2.6 Highlight Video: https://www.youtube.
- Retargeter 4.6 Highlight Video: http://www.youtube.com/
For full release notes, visit the change-logs here:
- Analyzer: http://facewaretech.
- Retargeter: http://
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
New service provides simultaneous video and voiceover capture to
significantly increase the quality of localization in video games
Los Angeles, CA – April 29, 2014 –Faceware Technologies, the leading innovator and most experienced provider of markerless 3D facial motion capture solutions, today announced that it has partnered with pioneering localization service provider, Binari Sonori, to launch a new video-based localization service. The service uses Faceware’s professional headcam systems to capture video of a voice actor’s performance at the same time that the audio is being captured, providing both actors and animators with time-saving video reference for localization. The service launches today.
Animating the facial movements, and in particular, the lip movements, of digital characters speaking multiple languages can be a very laborious task. If the English audio track is not synced correctly between languages, it requires many time-consuming and costly adjustments. By introducing video-based motion capture into the initial stages of the process, Binari Sonori is now able to provide perfect facial performance and audio reference to international actors. This, in turn, guarantees that facial animation and localized performances sync perfectly in any language.
How the service works:
- English-speaking actors use Faceware’s headcam to record their facial performances while their voices are recorded in Binari Sonori’s U.S. studio.
- The facial performance video is then used as reference for actors recording localized audio in different countries.
- The developer then completes animation using Faceware’s video-based facial motion software. The facial movement that is created by the software is based on the video performance, ensuring that both the game developer and audio-localization facility are syncing to the same facial movements.
- The localized audio tracks are then applied to the animation.
An in-depth video about the service can be found online (in the view above)
“I’m really excited about this new service,” said Andrea Ballista, account manager and co-founder of Binari Sonori. “It gives us a simple yet elegant solution that allows actors around the world to mirror their performances, saves artists time in the animation process, and helps game studios drive up the quality of localization without adding any time to the process.”
“We’ve been talking to Binari Sonori for many months, and have tested the service internally,” said Pete Busch, vice president of business development for Faceware Technologies. “It’s now ready to roll out globally, and we can’t wait to see the results on actual productions.”
For more information on the new service, go to www.facewaretech.com or binarisonori.com.
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About Binari Sonori
Binari Sonori was founded in 1994, at the dawn of the new media age, to offer translation and audio services to developers and publishers looking to distribute digital content on an international level. The company swiftly became an important player on the global localization market, developing a wide array of audio services (casting, dubbing, pre and post-production) and distinguishing itself through its ability to effectively blend organizational, technological, and creative services. Customers include Bandai Namco, Capcom, Fisher Price, Microsoft Game Studios, Sony Computer Entertainment Europe, Square Enix, Ubisoft and others. For more information, visit www.binarisonori.com.
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 artists in the video game, film, television, and commercial industries. The company’s Faceware product line has been utilized in the production of more than 85 AAA video game titles, feature films, music videos, commercials, television shows, and stage plays, and is the most innovative and experienced facial animation solution provider for clients such as Double Negative, Digital Domain, ILM, Blur Studios, Activision-Blizzard, Rockstar Games, Microsoft, 2K Sports, Electronic Arts, Ubisoft, Sega, Sony, Bethesda, and Moving Picture Company. The Faceware Facial Motion Capture product line consists of the Faceware Headcam kits and systems; Faceware Analyzer, which allows clients to analyze and process performance videos automatically with little to no user input; and Faceware Retargeter, a Autodesk plug-in which allows users to create facial motion capture data at a much faster rate than traditional methods.
© 2014. Faceware Technologies, Inc. All rights reserved. “Faceware” is a registered trademark of Faceware Technologies, Inc. All other trademarks are the property of their respective owner(s).
Bungie chooses Faceware’s facial mo-cap products
to help breathe life into Destiny’s characters
Los Angeles – March 18, 2014 – Faceware Technologies, the leading innovator and most experienced provider of markerless 3D facial motion capture solutions, today announced that video game developer, Bungie, Inc., has chosen to use Faceware’s Professional Facial Motion Capture Product Line to add lifelike expressions and human-realistic emotions to Destiny’s characters.
Destiny is the next evolution of first person action genre, developed by Bungie and published by Activision Publishing, Inc. Players can personalize and upgrade nearly every aspect of their custom characters a nearly limitless combination of armor, weapons, and visual flair. Destiny is set to release September 9th, 2014.
Faceware’s markerless motion capture system was previously used on Bungie’s Halo: Reach. The product line uses video to capture every detail of an actor’s face, and computer vision software to transfer that performance quickly to digital characters, giving Bungie’s artists a detailed first pass to which they can then add greater detail to their characters. The ease with which Faceware translates real performances into digital performances is one of the main reasons Bungie decided to use the technology on Destiny.
“When we develop a game at Bungie, our goal is to fuse brilliant technology, beautiful art, compelling stories, and deep gameplay into games that audiences worldwide want to play,” said Dave Lieber, Cinematics Supervisor at Bungie, Inc. “Faceware has been used on Academy Award-winning movies and some of the highest grossing AAA videos games of all time.” There’s a reason for that: their products are production proven, easy to use, and indispensable to any team wanting to elevate the realism of their character performances without being locked into a particular capture pipeline, rig or art style.”
“Bungie’s artists have the flexibility to build upon a real-world performance, and easily add their own artistic touch, as desired,” added Pat Jandro, Bungie’s Lead Facial Animator.
“Bungie has produced some truly amazing titles over the years. They are one of the best in the business,” said Pete Busch, VP of Product Development at Faceware Technologies. “All of us at Faceware are honored that Bungie has chosen our products yet again. We can’t wait to see what they create for Destiny.”
Faceware provides an entire Professional Facial Motion Capture Product Line, which is a start-to-finish facial mocap tool suite built to capture, analyze and transfer human emotion into digital facial performances. The product line includes Faceware’s hardware products, the Professional Headcam system and theGoPro® Headcam Kit, and Faceware’s software products, Analyzer™ and Retargeter™. The product line is now being used in everything from mobile games, such as Camouflaj’s Republique, to AAA video game titles, such as Grand Theft Auto III-V, NBA 2K10-2K14, Crysis 2 and 3, Halo: Reach, and now, Bungie’s Destiny.
For more information on the new partnership, visit www.facewaretech.com or contact email@example.com. Information on Destiny can be found at Bungie’s office Destiny website: http://www.destinythegame.com/.
# # #
September 27, 2013– Earlier this month, Space Pirate Captain Harlock was released throughout Japan featuring facial animation produced entirely with Faceware. Prior to the release, a special screening was arranged with Harlock Director Shinji Aramaki and director James Cameron, who is famous for his movies Titanic and Avatar. After the screening, Cameron gave the movie high praise, saying,
This is truly an unprecedented movie.”
This movie is already legendary. With its overflowing imagination and magnificent visuals, this movie is one that the world has never seen before. Harlock leads the way to a world of new ideas.
As expected from the words of this world-renowned hitmaker, anticipation for the movie has spiked even more. Faceware was key in the success of the emotionally-driven feature; utilizing a similar-approach to Cameron’s Avatar; using full performance motion capture.
Emotionally compelling…majestic…epic in every sense
Cameron further announced to us that this is a film he could revisit again and again and intends showing it further to some of his key creative people and senior executives of Lightstorm. The original work for Captain Harlock was created by legendary manga artist Leiji Matsumoto. Matsumoto is an established leader in the sci-fi world due to his works, including Galaxy Express 999, that have struck the hearts of countless fans worldwide. The voice of Harlock is played by Shun Oguri. In addition to Ogura voicing Harlock, actor Haruma Miura will make his voice acting debut as the assassin tasked with killing Harlock, Yama. Also, Harlock’s steadfast space pirate crew will be voiced by Yu Aoi, Arata Furuta, and Ayano Fukuda. Harlock is picking up huge amounts of attention for being a monumental work that pushes the boundaries of Japan’s CG techniques. At a total production cost of $30 million, it is also Toei Animation’s most expensive movie to date.
Captain Harlock Official Site: http://harlock-movie.com/ (Japanese)
€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.€
Faceware Technologies signs two reseller agreements to aggressively target Japan and China with its Facial Motion Capture Technology
(Santa Monica, California–November 18, 2012) Faceware Technologies, a leading provider of 3D facial motion capture solutions for the video game, film, television and commercial industries, today announced that it has dramatically increased its foothold in the Asian market by signing two new resellers: Japan's Crescent Inc,. the exclusive distributor of Vicon Motion Capture Systems to the Japanese entertainment market, and Beijing Ou-Lei Technology, Co, Ltd., a successful supplier of entertainment equipment & solutions in China.
Faceware Technologies, which spun off from the facial motion capture services company Image Metrics at the beginning of 2012, offers its technology to the video game, film, television, and commercial industries via direct sales. Earlier this year, Faceware announced the hiring of a business development director in Europe. Japan's Crescent Inc. and Beijing Ou-Lei Technology are the first resellers Faceware has signed in the growing Asian animation market.
Faceware's move is the result of increasing demand from that geographic region. While Japan has been historically strong in the video game and 2D animation space, with a continued need for more realistic facial animation, China is a more recent entrant onto the animation scene. In April of this year, Disney announced that it would join an initiative to develop China's animation industry. That announcement came on the heels of DreamWorks Animation's announcement of a joint venture with Shanghai Media Group, China's second-largest media company. Together, the announcements point to a surge in the Asian market that Faceware has felt.
€œWe have been selling directly to those markets for a few years, but given the increasing demand and the time differences, it made more sense to partner with companies that know the market and offer complementary technologies to ours,€ said Peter Busch, vice president of business development at Faceware Technologies. €œIn Crescent and Beijing Ou-Lei Technology, we've found two strong partners with deep ties to their countries' entertainment markets.€
€œCrescent is the exclusive distributor of the world-leading Vicon Motion Capture Systems to the entertainment market,” said Hajime Kotani, founder of Crescent Inc. “Faceware’s technology not only offers high-quality, markerless facial motion capture; its ability to work seamlessly with Vicon’s systems allows us to offer animation studios a far more complete solution for performance capture.€
Adds Lei Xi, vice president at Beijing Ou-Lei Technology, Co, Ltd.: €œMarker-based facial motion capture systems are not accurate and very difficult to use. That is the primary reason we decided to work with Faceware Technologies.€
The Faceware Professional Product Line consists of hardware (the optional Faceware Head-Mounted Camera) and software (Faceware Analyzer and Retargeter), which handle every step in the capture and production of high-quality facial animation: facial motion capture, performance analysis, and facial animation creation. Faceware's Analyzer and Retargeter software are free of charge; however, studios and commercial clients must pay a processing fee for the analysis for the captured performance. The Faceware Head-Mounted Camera is available to rent or purchase.
For more information, visit http://www.facewaretech.com or contact firstname.lastname@example.org.
About Faceware Technologies
Santa Monica, Calif.-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 50 AAA video game titles, feature films, music videos, 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 Professional Product Line consists of the Faceware Head-Mounted Camera System (HMCS), the 5th generation facial performance capture hardware; Faceware Analyzer, which allows clients to analyze and process their own videos without IP or content going offsite; and Faceware Retargeter, which allows users to create facial animation at a much faster rate than traditional methods.