kurtmel
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Any hopes of auto facial rigging in the future?

Animation is hard enough as it is, but facial animations are much worse. Your auto-rigging feature makes rigging characters pretty painless, and I realize there's more involved with facial rigging but is there any plans in the near or distant future to add an auto facial rigging feature? Adding auto Phoneme generation would even be better - to me adding facial rigging would be the logical next step for Mixamo. This would be a huge benefit for indie and newer developers, for doing facial animation is reserved for the best animators usually, although some video-based markered and even some non-markered facial capture systems are coming down in price, just not enough for the majority of indies.
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  • Actually, we've been bating around ideas on how we could do something like this. We have plenty of ideas and have had a few talks but are nowhere near ready to start implementing these things. We have a few problems to solve but we are on the same page. I can't give a time line but I can say we want to do this!
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  • kurtmel
    Well, at least I know it's on your radar, I'm not a game developer but an Instructional Designer getting into Serious Games and simulations. Characters are sure to be a big part of that and for scenario-based training there's going to be a lot of facial animations and emotive behaviors, so ANYTHING that will make rigging faces, either bones or morph targets would be awesome. I know there's a couple industry standard rigging patterns for faces, and I know there's a lot of companies that are pushing this capability for Unity which is my target platform of choice. I sure hope you come up with a viable solution, this would be another huge plus for the industry just like your auto-rigging service has - it is da BOMB! so I'm sure anything you do eventually come up with will be awesome as well. Thanks for the quick reply.
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  • kurtmel
    Oliver,
    Any updates concerning this topic of an auto facial rigging feature? If the previous Pro characters had a facial rig capability that you could include in thier export depending on the format you choose, if the rig is consistent it would be pretty close to your auto rigger now in terms of symetry, just starting with the nose and chin then identify the corners of the mouth and eyes using symetry or not. Being able to have it add visemes would be a bit more complicated for then you would need to identify lips teeth and toungue, but certainly not impossible. You would have to probably have a two step process instead of the single process for body rigging. If they want simple facial rigging it goes through step one, if they want to add visemes and advanced rigging then it goes to step two, since the basic mouth was rigged in step one now you would have them open the mouth and again using bezier curves line across the base of the top and bottom teeth, the tip/curve of the front of the toungue and across the base of the top and bottom lips and then the eyebrows, identifying the curve and each end. I know I'm making something sound simple and I know its not, but I can actaully see how this process could go in my head after seeing how the body auto rigger works. Then Mixamo gets together with an awesome lipsynch engine like from Annosoft software (Mark Zartler, CEO), which can handle the bone rigs and your off to the races, then you could start creating and selling emotive expressions, entire conversations or ranges of emotional facial animations.

    Arrgh, I hope you folks can get to work on this soon, it's really needed by folks that don't have the more advanced rigging and animation skills, but want to use more advanced characters for games and immersive learning simulations and scenario-based training applications.
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