2 ms·
Most of the time in a production environment people will just slightly modify rigged models and mocap (content licenses get messy fast, but studio time with act
by Joel_Mckay 1y ago
Most of the time in a production environment people will just slightly modify rigged models and mocap (content licenses get messy fast, but studio time with actors is also expensive):
https://www.unrealengine.com/en-US/explainers/digital-humans/how-do-you-create-a-digital-human https://www.unrealengine.com/en-US/explainers/digital-humans...
https://www.reallusion.com/ICLONE/ https://www.reallusion.com/ICLONE/
Or modify low-poly content from an asset generator:
https://extensions.blender.org/add-ons/mpfb/ https://extensions.blender.org/add-ons/mpfb/
Getting the physics to look right is hard, as people are very good at spotting motion errors in baked mocap data. Re-targeting plugins for UE do work:
https://artell.gumroad.com/l/auto-rig-pro https://artell.gumroad.com/l/auto-rig-pro
https://fbra.gumroad.com/l/Faceit https://fbra.gumroad.com/l/Faceit
https://apps.apple.com/us/app/live-link-face/id1495370836 https://apps.apple.com/us/app/live-link-face/id1495370836
I would advise against blender plugins that acquired mocap from unknown sources like research publications that rarely place the data into public domain, as the performance rights are not necessarily legally clean even if someone paid for or found some community asset pack.
Again, it heavily depends on who you have on a team, project time/budget, and copyright/legal-encumbrance risk tolerance ("AI" is like shark-fishing with your arm). =3