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kanga
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kanga
Posted 12 Years Ago
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Group: Forum Members
Last Active: 10 Years Ago
Posts: 15,
Visits: 48
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I am guessing exporting point animation data to other applications isnt simple but I suppose it depends on whether you want to get a result or not. I was doing bone based animation of lung expansion for unity but its a similar thing.
You can import morph animation into UDK and have been able to for a while. It used to be pretty complex but maybe that has improved.
Bone animation with mocap in motionbuilder http://area.autodesk.com/tutorials/bone_based_facial_animation_in_motionbuilder_using_mocap_data
Face robot softimage hires to game character res demo http://www.youtube.com/watch?v=bCC4ROKrf8I
Really not much wrong with youtube tutorials I even made a bunch of them about preparing a character for UDK. Would be out of date now thoough :) Bone based facial rigs youtube http://www.youtube.com/results?search_query=facial+bone+rig&oq=facial+bone+rig&gs_l=youtube-reduced.3...63696.67932.0.89986.15.11.0.4.4.0.170.1034.7j4.11.0...0.0...1ac.1.hTDqb6DvVT4
Cheers
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vidi
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Group: Forum Members
Last Active: Last Month
Posts: 10.8K,
Visits: 40.2K
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I edit my postings, because only I'm not good in English ;)
------------------------------------------------------------------- liebe Grüße vidi
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vidi
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Group: Forum Members
Last Active: Last Month
Posts: 10.8K,
Visits: 40.2K
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hope someday you learn (Advanced Steps) and stay away from Youtube! :laugh:You know nothing about me, but thinking everything to know about me. Can you us explain for what we need * Dual Layers of Controllers with xchange ?
------------------------------------------------------------------- liebe Grüße vidi
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animatom
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animatom
Posted 12 Years Ago
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Group: Forum Members
Last Active: 10 Months Ago
Posts: 910,
Visits: 12.7K
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What brings one other subject; will this upgrade be free? (I love to be grumpy old me:))
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vidi
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Group: Forum Members
Last Active: Last Month
Posts: 10.8K,
Visits: 40.2K
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OK You do not like understand my post :D I have not max and I'm stupid, so right ? ;)
------------------------------------------------------------------- liebe Grüße vidi
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animatom
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animatom
Posted 12 Years Ago
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Group: Forum Members
Last Active: 10 Months Ago
Posts: 910,
Visits: 12.7K
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Yea, well, I hope you are right. If you are, beers are on me.
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animatom
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animatom
Posted 12 Years Ago
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Group: Forum Members
Last Active: 10 Months Ago
Posts: 910,
Visits: 12.7K
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Jesus, swoooop, you are probably writing so fast that you don't have a time to read what people write. :) There is a body animations and there is a facial animations. You know that better then me. For now, you CAN'T export facial animation out of iClone. If we got that possibility with new morphs system, great, but nobody said that this No Export of Face Animation policy will change....
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vidi
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Group: Forum Members
Last Active: Last Month
Posts: 10.8K,
Visits: 40.2K
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Good Luck finding... THAT (non-existing) Link! Do they not or want to not understand my post? :D You can see, I have set a link already.;)
------------------------------------------------------------------- liebe Grüße vidi
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vidi
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Group: Forum Members
Last Active: Last Month
Posts: 10.8K,
Visits: 40.2K
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There is a simple reason why you CAN'T find (COMBINING) I have not mean COMBINING !!! ;) I can not find many tutorial about bone facial rigging
------------------------------------------------------------------- liebe Grüße vidi
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animatom
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animatom
Posted 12 Years Ago
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Group: Forum Members
Last Active: 10 Months Ago
Posts: 910,
Visits: 12.7K
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I am talking about animation of the face, swoooop. Can you export talking face now from the Pipeline? No. Bake face bones on the timeline and export it via FBX? No. Why are you sure that with morphed faces it will be different? This is about business decision, not technical possibility.
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