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!

DOOM: Recreating the Legend

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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

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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

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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

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€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