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Old 09-12-2012, 07:33 PM   #1
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Mitch Rosefelt
OutThereSumwhere, USA
Join Date: Jan 2008
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Using game technology for non-game animation

Recently I've seen some incredible real-time renders from game engines. I'm not a gamer and have never worked on a game, but am exploring the the idea of learning to author in one of the game engines to use as a renderer. I've looked at great examples from Unity, Crysis and sourceFilmmaker (Valve). The environments are great and it looks like animating is an order of magnitude faster than a 3D app, but in most of the examples I've seen the facial animation still looks pretty stiff - not enough resolution in the faces for subtlety (with the exception of this proprietary solution).
I don't know what the workflow would look like, but it seems that one could use a game engine for environment/rendering and import facial animation (or other subtle types of animation) either onto a character in the game engine or using a export tool like alembic.
Alternatively, I see that Maya is also evolving to take advantage of this technology.
I'm curious what insights other might share and any tools/recommendations for how to approach this?

If animation couldn't change the world, it wouldn't be such a Micky-Mouse place.
Old 09-12-2012, 09:32 PM   #2
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Jack Gibbons
Join Date: Nov 2003
Posts: 787
Seems like a good idea. I see rendered content being replaced by real time in the near future. Game engines are already being used for Previsualization. Considering the Crisis engine is one of the best looking out there, and available for free, I'd take a look into how to utilize the tools. Unity is getting better and better, and if your concerned about multi-platform, then I'd brush up on it as well. Although, I wouldn't be surprised if all the free tools go for browser/mobile/console in the next couple of years.

some more eye candy:

Non proprietary toolsets used by both VFX and game artist are essentially the same. It certainly makes sense that viewport evolution is a priority to Autodesk and third pary developers.
Old 09-13-2012, 08:15 AM   #3
Munich, Germany
Join Date: Mar 2004
Posts: 148
Also interested in this.
I feel a promising approach could be Crytek:

However, I am unsure who much this could cost. If I think about a game studio is buying a license for a game (what will this cost? 1.000.000$ ??) and pay a fee for every sold game, so how much would a engine cost for a movie or commercial?

However, I believe there a much projects out there which could be done with a real time engine.
Old 09-13-2012, 09:00 AM   #4
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Martin Dahlin
Jr. Technical Artist
Stockholm, Sweden
Join Date: Jul 2012
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Maybe go with Unreal Development Kit then?
It's free to use - even commercially. But you will have to pay license costs if you earn more than 50 000 USD from anything you create with it... or something like that. That might be worth looking up?
Nightshade UV Editor (script for Maya) - Extends Maya's default UV Texture Editor with additional tools.
Old 09-14-2012, 07:46 PM   #5
Ivan Agustin Pedraza Peluffo
Barranquilla, Colombia
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You could give a try to Machstudio Pro 2.0. You can get it for free at It uses the gpu for rendering but it only have plugins for maya 2010-2011 I guess. And is now defunct. So you wont get any help or tutorials.
Old 09-19-2012, 08:43 PM   #6
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Mitch Rosefelt
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If animation couldn't change the world, it wouldn't be such a Micky-Mouse place.
Old 09-19-2012, 08:43 PM   #7
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