Tag

mocap

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

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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!

Faceware Helps Bungie Bring New Faces to Destiny: Rise of Iron

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lord_saladin_2016-09-22_02-02-58-pm 1324x745Los Angeles – Sept 20, 2016Faceware 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 sales@facewaretech.com.

Information on Destiny: Rise of Iron can be found at Bungie’s official website: https://www.destinythegame.com/ca/en/rise-of-iron

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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

About Bungie

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.

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Faceware Shares Five Predictions on the Future of Facial Animation

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GBR_logoPeter 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.

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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.

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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.

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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.

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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.

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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:

Sherman Oaks, Austin and Nevada-based Faceware Technologies Inc. (FTI), which spun off from leading facial tracking and augmented reality company 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 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.

PR Contact Information:

Neology Marketing Communications | Eric Schumacher
erics@neologyconcepts.com | 310.403.8456
www.neologyconcepts.com
NBA2K16

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.”

 

 

 

Faceware Technologies Forms Partnership with Vicon

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FOR IMMEDIATE RELEASE

Faceware Technologies Forms
Partnership with Vicon

Mocap and motion tracking companies partner to provide studios with greater flexibility in the
facial and full-performance motion capture process

 Los Angeles – January 28, 2014 – Faceware Technologies, the leading innovator and most experienced provider of markerless 3D facial motion capture solutions, today announced that it has entered into a global partnership with Vicon, the motion capture technology specialists for the entertainment, defense, life sciences and engineering industries. The partnership will focus on providing mocap studios and service providers with more hardware and software options for capturing, analyzing and retargeting facial and full-body mocap data.

In the first phase of the partnership, Faceware has made its software products, Analyzer and Retargeter, compatible with Vicon’s Cara head rig when used in a single-camera configuration. Studios capturing facial performance data using Cara will now be able to process and retarget that data onto 3D characters using Faceware’s products. The Cara integration is complementary to Faceware’s own Headcam options. Faceware and Vicon have also started discussing additional integrations between their hardware and software solutions.

“Vicon is one of the leading providers of motion tracking hardware and software for entertainment,” said Peter Busch, vice president of business development for Faceware Technologies. “Their systems complement ours, and in many cases, are used alongside our software and hardware products. The main goal of this global partnership is to simplify the mocap process by making sure that studios and really anyone using both Vicon systems and our software products are not hindered in any way.”

Faceware’s software product line includes Faceware Analyzer™, a facial tracking software application that converts any video of an actor’s performance into facial motion files, and Faceware Retargeter™, a plug-in for Autodesk animation tools that utilizes the data created in Analyzer to help animators create facial animation through a quick and intuitive pose-based workflow. Both products are now fully capable of processing the information captured by the Vicon Cara headset just as if the information were captured by Faceware’s own head-mounted cameras.

Cara is Vicon’s pioneering facial motion capture system that enables film and games studios ofany size to bring characters to life through advanced facial tracking and capture. Offering improved efficiency and performance, it sets the standard for affordable, accessible and high-quality character realism.

“Cara’s modular design gives users complete flexibility when dealing with the captured data and opens up the performance capture market to a whole new range of potential customers,” said Phil Elderfield, entertainment product manager, Vicon. “By partnering with Faceware, customers can seamlessly integrate Cara with Faceware’s Analyzer and Retargeter software.”

A number of resellers and mocap service providers use both Vicon systems and Faceware products, including Audiomotion, Metricminds, The Imaginarium, Crescent, and the Sony Visual Arts Services Group.

For more information on the new partnership, visit www.facewaretech.com or contact sales@facewaretech.com.

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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 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.

 About Vicon

Academy Award®-winning Vicon is the world’s largest supplier of precision motion tracking systems and match-moving software. It serves customers in CG animation, film, visual effects, computer games, broadcast television, as well as engineering and life sciences industries.

Vicon is a subsidiary of OMG (Oxford Metrics Group – LSE: OMG), plc., a group of technology companies that produces image understanding solutions for the entertainment, defence, life sciences and engineering markets. Other holdings include: 2d3, a manufacturer of specialised image understanding software for defence applications; Yotta, a provider of software and services for infrastructure asset management; and OMG Life, a new consumer subsidiary.

Among many others, Vicon and OMG global clients include:

Entertainment: Audiomotion, The Imaginarium, Quantic Dream, SEGA, Konami, Activision, Sony, Dreamworks, ILM and USC

Life sciences: Nuffield Orthopaedic Centre – Oxford, Headley Court, University of Western Australia, Adidas, Digital Human Research Centre – Japan, Gillette Children’s Specialty Healthcare, Shriners, Marquette, UMich and Red Bull

Engineering: European Space Agency, BMW, Council for Scientific and Industrial Research – South Africa, ETH Zurich, Korea Institute of Ocean Science and Technology, NRL, UPENN GRASP, MIT, Ford and General Motors

For more information about OMG and its subsidiaries, visit: www.omgplc.com, www.vicon.com, www.vicon.com/boujou, www.moves.com, www.2d3sensing.com, www.yottadcl.com or www.autographer.com.

 © 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).