FaceFX 2009
Posted: Fri Jul 24, 2009 9:25 pm
Hey everyone,
OC3 Entertainment has released an updated version of our FaceFX facial animation tool that uses Ogre 1.61. FaceFX has been used in over 100 triple-A game titles, and our tool is looking better than ever now that we switched to OGRE.
Here are some screens:
The last one is an evolver character. Evolver just launched and sells fully rigged characters for $69. One of the output formats is "FaceFX", which is really a Maya file but it includes 77 blendshapes which are very good for facial animation. Here is an example of our output from an audio file on an evolver character. That's an untweaked animation generated with FaceFX from audio & text.
Currently our package is a bit too expensive for the average Ogre developer (we charge per game title, and we are coming out with a standalone version that will cost about the same as Max or Maya), but feel free to download an evaluation copy and let us know what you think. We are working on making solutions for developers with all sorts of budgets so stay tuned!
Note - If you do try to load your own Ogre content up in FaceFX, the content needs to have shared vertices turned on in your exporters. The next version will hopefully not have that restriction.
OC3 Entertainment has released an updated version of our FaceFX facial animation tool that uses Ogre 1.61. FaceFX has been used in over 100 triple-A game titles, and our tool is looking better than ever now that we switched to OGRE.
Here are some screens:
The last one is an evolver character. Evolver just launched and sells fully rigged characters for $69. One of the output formats is "FaceFX", which is really a Maya file but it includes 77 blendshapes which are very good for facial animation. Here is an example of our output from an audio file on an evolver character. That's an untweaked animation generated with FaceFX from audio & text.
Currently our package is a bit too expensive for the average Ogre developer (we charge per game title, and we are coming out with a standalone version that will cost about the same as Max or Maya), but feel free to download an evaluation copy and let us know what you think. We are working on making solutions for developers with all sorts of budgets so stay tuned!
Note - If you do try to load your own Ogre content up in FaceFX, the content needs to have shared vertices turned on in your exporters. The next version will hopefully not have that restriction.