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Preset Motions

Discussion in 'Plans & Ideas' started by Kuoers, Sep 26, 2015.

?

Yes

  1. No

    0 vote(s)
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  2. Yes

    100.0%
  3. HELL YES

    0 vote(s)
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  4. AWWW YISSSSS

    0 vote(s)
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  5. meh

    0 vote(s)
    0.0%
  1. Kuoers
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    Kuoers FaceRigger

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    My idea is that, tied to certain hotkeys, there are preset animations your character can play. This would be things ranging from laughs to facepalms.

    Since Facial tracking, as we know, isn't perfect, and can't handle things such as hands, it would be great if it were possible for our characters to seamlessly wrap it into whatever conversation we the users are having with others. The model would take our facial motion, cut off the camera, play it's animation, then re-sync to our faces.
     
  2. jujubi
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    jujubi FaceRig Staff FaceRig Staff

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    There is a feature we are looking into for the future of FaceRig that's quite similar to this. This is however not something that can be coded and implemented "just like that" since there's a lot of work that goes into it and our team is rather small:) The "special actions" system would have to be set in place and we'd probably have to find a way to transition from whatever is happening as a result of tracking into the "preset" and then back to tracking without it look jumpy/weird.
     
  3. dewy60
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    dewy60 FaceRigger

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    That's an interesting idea.
     
  4. Kuoers
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    Kuoers FaceRigger

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    True, true, that would take a lot of time and work for such a small team..
     
  5. Sieve70
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    Sieve70 Minion

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    jujubi:

    There's already the "tongue" hot key special actions, and 3 other special actions hot keys available with avatars from you that work with them - this request already exists...

    How about documenting how we can rig / animate them? :)
     
  6. jujubi
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    jujubi FaceRig Staff FaceRig Staff

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    It's definitely something we want to do, however it's hard to fit that into our technical artist's schedule since he'd be the one writing the documentation (taking time from creating content and such)

    But yeah, it's added to the tasklist :)
     
  7. Sieve70
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    Sieve70 Minion

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    All we really need is:

    1. Required animation file names
    2. One example posted

    That'll take <5 minutes to get those from him / her... someone else can actually post it... :)
     
  8. jujubi
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    jujubi FaceRig Staff FaceRig Staff

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    The documentation explains how the import script works and how to prepare data for the import process. There are no import animation features that documentation doesn't describe. If such a feature is not there that means it is not exposed to community artists.

    There is a gap between exposed features and Facerig features because the import script requires less data from the community artists than it actually needs for its respective expression features. In order to fill the gap between the delivered data and actual Facerig sources, some conversions take place. These conversions are based on specific relations and in order to accept more features they need additional information. At the time the import script was written it reflected all Facerig animation features at that time. And it kind of froze at those features.

    So the issue isn't solely updating the documentation but also modifying the import script. This should happen in the near future, but it will bring more complexity because in order to stay updated with Facerig features, the import script will convert much less data. It will require a lot more animations, as we actually use internally. A lot more means something like 3X more.
     
  9. Sieve70
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    Sieve70 Minion

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    Jujubi:

    I'm an OLD SW engineer - importer doesn't support features yet? I get that! You're previous response made it sound like it was just a "documentation issue", which we're willing to work through... :)

    Can't wait for the importer to be updated! If you want an independent test of pre-release importer, email us - we're more then willing to help! :)
     
  10. jujubi
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    jujubi FaceRig Staff FaceRig Staff

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    Yeah, I was under the impression it was like that too :) That's why I went directly to the team handling this and asked them.
     

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