I love World Creator, especially the vegetation distribution pipeline. You can create some very realistic fields with it. Im going to check out impostors too - ive seen it a few times and wondered what it's about.
Stupid Rental. My Zbrush that I haven't paid for an update in years and is perpetual Trumps that on all counts.
FaceFX Studio Unlimited for Game Developers
FaceFX technology has been used in the development of over 150 triple-A game titles. Full source code to FaceFX Studio Unlimited gives developers the flexibility they need to integrate the solution with their development pipeline, with full batch processing capabilities. The FaceFX SDK enables game engines to load the .facefx file format directly and play memory-efficient facial animations with blazing speed.
FaceFX Studio Professional for Animators
Creating high quality facial animation is an art form, and FaceFX Studio Professional is a tool for artists. Every aspect of the FaceFX pipeline is customizable, from the speech targets you create to the gesture curves that are generated. With direct support for the FBX file format and plugins in 3ds Max, Maya, Softimage, and MotionBuilder, FaceFX interfaces seamlessly with the best tools in the business.
|FaceFX No-Save||FaceFX Studio Professional||FaceFX Unlimited|
|Get your FBX file talking in FaceFX Studio||yes||yes||yes|
|Setup targets for your character and test them in FaceFX Studio||yes||yes||yes|
|Save .facefx and .xml files||no||yes||yes|
|Save .fxt, .animset files||no||yes||yes|
|Export .fbx files||no||yes||yes|
|Python scripting with access to key information||no||yes||yes|
|Batch process audio files||no||no||yes|
|Integrate the FaceFX SDK in your project||no||no||yes|
|Recompile FaceFX Studio||no||no||yes|
Lip-synchronization is the process of matching audio to the movement of the mouth. FaceFX boasts highly accurate lip-synchronization with the following features:
- Accurate phoneme segmentation based on Fonix VoiceIn technology
- Text support for 9 languages: English, French, German, Italian, Spanish, Czech, Korean, Japanese, and Mandarin Chinese
- An intuitive phoneme bar for tweaking results
- A customizable mapping table for supporting any conceivable target set
- Python scripts for phoneme funneling and advanced coarticulation routines like Massaro Cohen.
- Click on the links to the left to read about additional FaceFX features.
Gestures are the movements that accompany speech. They make the character’s head and body look natural while the dialogue is being spoken. FaceFX can generate head rotations, eyebrow raises, blinks, hand gestures, and other gesture curves. The FaceFX gesture system is completely customizable and the existing gesture profiles or Analysis Actors can be modified or you can create a new gesture system from scratch to achieve your artistic vision.
Base gestures off of inflection points in the audio Use python to automatically insert text tags into text to trigger dialogue-specific gestures Generate new Analysis Actor takes at the touch of a button to regenerate gesture curves Click on the links to the left to read about additional FaceFX features.
The Face Graph is the brains of the FaceFX solution. It allows the artist to model complex facial interactions while maintaining simple controls. The artist can combine any combination of bone poses, morph targets, and material properties into a single target and drive it with a single curve. When two targets conflict with each other to produce unwanted artifacts or poor lip-synchronization, the Face Graph can correct for these situations by forcing one of the target values down.
Any conceivable facial animation setup can be created with the Face Graph. The artist can choose to model speech targets as a single pose or a combination of component targets. The Face Graph uses a system of nodes and link functions to create relationships between targets. Values enter the Face Graph from curves or in-game systems and exit the Face Graph as morph target, bone pose or other output values. Bone pose values are then used to generate final bone transformations which drive the game engine’s skeletal system.
The preview tab provides instant visual feedback while editing animations in FaceFX Studio. Ogre (www.ogre3d.org) is used to display the character and provide an accurate representation of what the animation will look like in your engine or animation package.
- Easy to use Max and Maya Ogre exporters included to assist getting your character into Ogre format.
- Workspaces sliders overlay on top of the character for an intuitive animation experience.
- Two dimensional sliders can be used to animate two related nodes simultaneously.
- Use workspace sliders to animate, map phonemes, or create new nodes in the face graph from existing targets
FaceFX includes plugins for the following Autodesk products: 3D Studio Max, Maya, Softimage, and MotionBuilder. FaceFX plugins are used to generate bone poses and import animation data. Max, Maya, and XSI plugins feature powerful scripting functions that let you integrate FaceFX data into your custom production pipeline. In addition to animation plugins, the FaceFX Studio application can export animation data to FBX files directly. OC3 Entertainment also maintains Ogre exporters for 3D Studio Max and Maya.