iPhone X Facial Capture test PART 4 - GAME CHARACTERS

Test #4 using the iPhone X depth camera for facial animation capture along with the Xsens full body motion capture suit and a ghetto DIY moCap helmet!

Starring a new Beby Character "Killahertz" from our game Bebylon!

This test shows new improvements to the face by using apples official blendshape set to generate a new set of baby face blendshapes. Also a WIP of using the iPhoneX to animate a non-human character. Lastly a rendered clip of actual game content using this pipeline that will soon make its way into the game engine. *note: in this video this scene is rendered in Vray, not realtime... yet! I actually made 90% of this video months ago but have been rendering the zillion frames very slowly in the background!

Check out our blog if you want to download the Apple Blendshapes as a reference. out the previous tests for more info regarding the iPhone X capture process. As before all the iPhone face capture data is raw, unaltered. The Xsens body capture data was post processed in HD, otherwise unaltered.

Some context:

These are a series of test I'm doing to find a fast pipeline for performance capture (Face and body) that we can use for our up and coming game Bebylon: Battle Royale. #unrealengine #iphone #motioncapture #bebylon #xsens #gamedev #arkit #ue4 #apple

Recommended Reading >> bit.ly/32kRpzw

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