“I am still learning” ~ Michelangelo I put together this facial motion performance test in Unreal Engine, as I am continuously learning how to fully utilize these incredible high fidelity metahumans, created by 3Lateral and Epic Games. I recently had the pleasure of being invited to do a Faceware webinar, where I discuss my facial motion workflow with metahumans and facial motion in Unreal Engine: For anyone interested in learning more about my facial motion workflow with Metahumans, I share a video of this process in the webinar. Special thanks to the team at Faceware (Pete Busch, Catarina Rodrigues, Joshua Beaudry, Tatjana Vejnovic and Brandon Suyemoto) for having me on your webinar, and to Karen Chan for being a wonderful host. This company listens to indie creators like myself, and I am extremely grateful for their incredible products and support. Thank you to the companies whose tools I use that has made my metahuman motion capture workflow possible: Glassbox Technologies (Norman Wang & Johannes Wilke) Xsens (Katie Jo Turk) MANUS™ (Arsène van de Bilt) Puget Systems and NVIDIA Design and Visualization Thank you, to an incredible community of collaborations for being a part of my journey and creative process: Jonathan Winbush (best teacher ever) Bernhard Rieder (lighting and cinematics) Michael Weisheim (character artist) Daniel Rodriguez Cadena (character textures) PixelUrge (character modifications) Konstantin D’Lakrua (rigging) Marc Morisseau (feedback) Fellowship team Gabriel Paiva Harwat, Emanuele Salvucci, Diana Diriwaechter, Jet Olaño, Pavan Balagam & Ernesto Argüello Gear I Use: Faceware Mark IV HMC: Faceware Studio: GlassboxTech Live Client Plugin: Xsens Link Suit & MVN Animate Pro: Manus Prime II Gloves: Puget Systems Workstation & Nvidia RTX A6000: Link to my Discord: #unrealengine #metahumans #virtualproduction #facemocap #mocap #facialmotioncapture #motioncapture #faceware #xsens #faceware #liveclient #glassboxtech #nvidiartx #pugetsystems #epicgames #metaverse
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