Some crazy exciting game, tech and cinematic content creation @EpicGames just handed Dev Grants too! We're honored to be among them and have some fun plans in store! You guys ROCK!
Check out the lineup
https://t.co/SF9rh7VbcM
#ue4#unrealengine#epic
@owlcreektech @KNLstudio@UnrealEngine I think the longest i've recorded so far is around 6-7 minutes but using sequence recorder, not the animation editor. In the Sequence Recorder you can use 0 or -1 (i forget which) for duration and it will record until you hit stop.
@justinwetch@KNLstudio thats very interesting! I'd be surprised if it could compete with the Xsens suit for high end stuff but I'm looking into markerless solutions for events and that bball tech looks promising! I'm curious why is relys on the new X's? CPU?
What do you get if you combine an iPhone X, Xsens, IKINEMA, #UE4 and a touch of ingenuity? An award-winning real-time mocap experience. https://t.co/XOjjFMmm6A
@KNLstudio@Xsens @IKINEMA
@kellabyte@KNLstudio@DShankar@old_sound Or I imagine someone could write a plugin for DAZ, though there's some real challenges based on how the DAZ assets are setup.
@kellabyte@KNLstudio@DShankar@old_sound thanks Kelly! I imagine the cleanest way to get a Daz character setup like this is going through Maya. Export from DAZ w/ morphs (fbx) then in Maya use morphs to generate 51 blendshapes, separate head from body and reset up blendshapes on head. export to UE4
@BristolVRLab@KNLstudio@noitomocap Super cool, would love to see the results! Definitely try to get a less heavy weight, maybe a 1lb instead of the 2, it will save your talents neck! And stay tuned for Monday, were posting a new update to the capture setup!!
iPhoneX Face tracking test #4! New improvements, characters and using the pipeline for creating game content! #experiment#bebylon
Watch the full test:
https://t.co/5WjJBfZbhj
@JanLachauer@faceshift Hey Jan thanks! Eyes are handled via the blendshapes. I just hooked up the “look” blends with the eyeball rotations + a multiplier of 15.