The purpose of this tutorial is to show that even a small studio can afford to use facial motion capture. As an animator in the computer games industry I have, on numerous occasions, been approached by the creative producer regarding the possibility of producing minutes upon minutes of lip-sync animation. Sadly the time frame has always been too tight to deliver a quality that I can personally be proud of. The technique presented in this tutorial is an attempt to bridge the gap between large quantities of lip-syncing and a tight time budget.
(ID: 98900, pid: 0) Kwan on Thu, 29 March 2012 8:33pm thanks so much.
(ID: 86712, pid: 0) Man on Wed, 15 February 2012 5:09pm Thank you very much. your great.
(ID: 47438, pid: 0) Eric Thelander on Fri, 05 August 2011 11:48am A late reply; the supplement files has been updated to include some Maya scenes from various stages of? the project. The model and textures was created using the tool makeHuman.
(ID: 46442, pid: 0) Namit on Sat, 16 July 2011 8:07pm Thankyou very much,but can you also make a tutorial with moving head,suppose our character dance as well as sing....and he tilt his head too much,not a stable one....
once again thankyou very much for this tutorial..
(ID: 45912, pid: 0) Eric Thelander on Fri, 08 July 2011 9:06am You will need multiple cameras for that, if you're not moving around too much two cameras should be sufficient. But three would eliminate allot of occlusion problems when markers goes out of view.
You could also use TrackIR in conjunction with my tutorial to get the correct head movement.
This guy has written a plugin for Maya that captures TrackIR data
(ID: 44170, pid: 0) Braga on Fri, 10 June 2011 3:29pm the video you are using is almost 2D the head dosen't realey rotate.
i pirates of the caribean they used ragular tracking as well as the face tracking for davy jones.
how can i do that?