PDA

View Full Version : Most Cost Effective Way of Facial Animation for a Musical


mixermanic
11-16-2006, 04:03 PM
Hi guys,

What do you think the most cost effective way of doing facial animation would be for a feature-length animated film of a musical (ie - all sung)?

As far as I can tell, there would be 2 ways of doing it:

1) Using MoCap during the voice recording session to capture the data, or
2) Keyframing / using blend shapes in the traditional method.

As the vocals will be done in many passes (so you won't have 14 characters singing "live" at the same time and therefore will not need 14 rigs) there will be no need for a lot of MoCap rigs.

Given the time to manually animate the data, do you think that hiring MoCap rigs and then spending a much shorter time tidying up the data would end up being more cost effective than the traditional method?

Thanks,

Martin

ukdesigner
11-28-2006, 09:38 AM
Motion capture if u have a studio if u have the equipment, by hand if u dont basically. I know it needs tweaking anyway if u want them lips in the right places. Lip sync is my fav part of animation and because Im more "Video Games" orientated, I generally do all my mouth shapes by hand as the games ive worked towards use bone rigs in the mouth to animate.

For CG stuff Id go for something more along the lines of mo cap though.

What is the character that is doing the singing btw? A human would need much more specialised mouth movements than a fantasy character n such. Id get stuck in with manually making a face rig. Its the best bit of animation for me and u can personlise the animation if ur gud! :D

CGTalk Moderation
11-28-2006, 09:38 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.