Making a Facial Motion Capture Helmet for Live Face in Iclone
We're using Live Face through Iclone 7. In this complicated hard to understand video I take you through my failure.
I initially made a helmet cam with a light weight aluminum arm, and it wasn't sturdy enough to avoid rotating under the weight of the iPhone X camera.
So I got GoPro accessories to attach to the helmet, but they didn't quite attach.
and then I realized that I had been assuming the Live Face would read the rotation of the actors neck, and translate that on to the animated model by reading cues in the background behind the actor. This is because when I unboxed the ROKOKO I missed the headband and sensor attachments (they were hidden in a pouch at the back)
So, that's ok, I'll just read the rotation of the neck by having a fixed static cam for Live Face. If I lose any facial data when an actor turns their head a lot to the side, I'll just go back and lay in a pass where we're only collecting face data and ignoring neck. Basically I'll just do it in 2 passes.
Now that would work! It's annoying, but it would work!
Once I found the head sensor and headband in the Rokoko though, I pivoted back to the original head cam design, attached the more solid GoPro equipment adapted to hold a cell phone, added some counter weights to the back of the helmet. and boom. Helmet mounted facial mocap is complete.
However! In an upcoming video I'll show you we mostly use a static face cam and we do body mocap and facial mocap separately so we can keep the work much cleaner and make sure the body mocap performer has a lot more freedom.
#CharacterCreator #HeadshotCC #iClone #IndieDev #UE4 #FacialMocap
Game Dev Gear -
CHARACTERS - http://iclone.reallusion.com/
MOCAP - https://www.rokoko.com/en/products/smartsuit-pro
ENGINE - UE4
MUSIC - https://shadowshogunbeats.bandcamp.com/
DISCORD - http://discord.gg/tDSP8jp
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TWITTER - https://twitter.com/lampsblack