Epic’s new motion-capture animation tech
arstechnica.com
arstechnica.com
A previous title in the same franchise (Wind Waker) was also lambasted on release for it's alternative art style & today has aged considerably better than most games of that era.
If anyone is interested in an example, I found this: https://m.youtube.com/watch?v=IP0B45hUPgo
That's exactly what happened. People complain about the way high-frame-rate cameras look cheap.
The language of cinema is always unreal. Even the most "natural" performances are always highly stylized. Camera motion, lighting, makeup, etc are all very different from real life. You can see it even in behind-the-scenes footage; everything looks so fake. It's designed to feel right in the captured image, and that's the only goal.
They'll use whatever tools they have for it. This might be a good tool, but it's hard to predict. They never really worked out a good use for 3D in film, even though it's also more "natural" than a moving 2D image. It's a different kind of uncanny valley: it didn't resemble real life enough, but you were content with the really unrealistic language of 2D cinema.
Everyone is entitled to their opinion, especially regarding aesthetics. But this is pretty much the same sort of complaint that I was criticizing. You can have a genuine steadfast aesthetic preference for black and white films, or silent films, or SD digital video, but I disagree with extending that to anything of the form “technology X is undesirable because it makes films more realistic and films are not supposed to be realistic.”
People liked some things, like talkies. And they rejected other things, like 3D. I could come up with an after-the-fact rationalization for why some things worked and some didn't, but it's pretty much impossible to tell beforehand.
Newer generations growing up with 30+ FPS and better animation will develop different tastes.
Yep, and it’s also mistakenly assumed to be a necessary ingredient of all the great films you remember, rather than a nearly unavoidable ingredient. After all, those great films were all 24 FPS! And they used that medium in really creative and technically proficient ways!
And that’s true and great. But all the bad films were also 24 FPS, and it would be weird to say “imagine how much worse that terrible low budget film from 1978 would have been if they had modern professional digital cameras and shot in 48 FPS.”
I want game characters that feel alive in all the ways my brain expects creatures to act alive, which I have yet to see done with most NPCs. Even key NPCs usually fall very short.
Cartoons have done this for decades, but it's (relatively) easy when everything can be preplanned.
This makes that easy whether you want to go realistic or not.
AAA isn't a value marker. It's a shame every time I see discussions of gamedev it's always "but can you do AAA with this library?" Who cares!
We also happen to be very good judges of what looks real.
And at some point I want to play realistic open world VR D&D, with multi-model intelligent NPC’s, enemies and beasts! Oh, how I have been waiting…
Exceptions exist of course, japanese developers are able to get very cartoony visuals but that means they won't be able to use this metahuman 3d model and animation technology.
Still, this is impressive tech, don't get me wrong. But we are still in the Uncanny Valley. Getting better though!
>Yes, and also: the actual actress felt a tiny bit uncomfortable, maybe the performance in front of a live audience, maybe because she could have a slip of the tongue or whatever
To be honest, the way her mouth moves in real life felt very off. The "(over-)acting" during the capture was very unnatural, likely down to pressure of being on-stage as well as that just being a common problem for untrained actors doing anything scripted.
Would be interested to see how it handles a capture of someone just engaging in natural conversation or something else less dramatic & exaggerated.
I'm not sure that explains it all, but there are expected differences compared to how someone would move while talking normally.
I agree. It's very impressive though, a clear leap forward.
Hellblade 2's demo is even worse though. It looks like the lips are completely disconnected from the gums and flap around loosely as they move.
Very video-gamey, not super convincing. But then again this is running a model in just a few seconds, with input from consumer hardware! Makes me wonder what you could do with more capable hardware (or if the iPhone hardware is really THAT good).
It does make me think of one excellent application for this software: scanning your own face to make an in-game character who looks exactly like you. I assume I'm not the only one who's labored over character generators for hours to produce a decent-looking character. I think there's a neat opportunity here to get video game players to scan their own face as input instead.
Generating a high-quality model from a camera phone is a whole other can of worms.
My significant other works for Epic on the cinematics team so we've played around with Metahuman a bit. Scans we've done weren't immediately perfect (like the video on that linked page mentions, hair and ears don't scan well) but cleaning it up was basically just deleting those portions of the mesh, letting RealityCapture fill in the rest of the head for the model, and then adding similar looking hair from Metahuman's database.
So there's probably a little bit of work needed before we get "scan your head with your phone to create a video game character automatically" but if you're cool requiring hair selection as opposed to auto generating it from the scan we're pretty much there.
So yeah.
Maybe what you're getting at is "uncanny valley" - which I did get a little bit. But it's impressive how little I felt the valley for such a low-effort demo. I am sure with good actors and professional grade capture hardware this would be significantly less.
What's really exciting to me is that this tech lowers the bar. Indie game developers are going to soon be have this sort of photorealistic quality to their characters.
But outside of that, there are the limits of rotoscoping coming into play. Human motion has a lot going on and our 3d captures aren’t anywhere near that kind of fidelity yet. Therefore we still need to rely on what the old masters of animation discovered when they were getting past the rotoscoped era. To make a performance more believable there has to be a little more acting and exaggeration brought in. The eyes can’t just get wider. They need to have anticipation, movement, secondary movement through other pieces of the face, etc. Same with the mouth. It’s not that the mouth can’t stretch in an abnormal way. It’s that it requires a little bit extra like a neck movement creating anticipation of an angry snarl.
As far as we have gotten along with mocap tech, when it comes to film, there’s a loooot of hard work that goes into fine tuning done by professional animators to make the performance of each actor look good when it’s translated to the 3d character.
Seems promising if we allow for iterative improvements.
In my case I just try not to focus too hard on any one thing, and that helps me get immersed.
No, you're not the only one. You may still be crazy.
I was expecting something cutesy like Apple's animated animal avatar emoji things, but instead, it's near-live generation of more creepy frozen-faced fizzogs I've seen in various videogame demos -- and that rather strange Final Fantasy movie, 20Y or so back.
Both actors and producers can benefit when access to talent is not held behind the gates of a few powerful entities. We've seen the damage such gatekeepers can wield with the Weinstein case and numerous subsequent claims, where vulnerable actors have their careers held hostage to avoid upsetting predators who wield all the power. If an actor can pay the bills by doing many short-term mocap jobs for independent producers armed with sophisticated software, everyone can benefit.
In addition, motion capture opens up opportunities for very talented but otherwise less conventionally attractive actors who traditionally are relegated to type-cast bit roles.
With the advent of motion-capture like this, actors will be reduced to a marionette of flesh to be puppeted around as the producers see fit. Perhaps Hollywood will be going towards a future where actors no longer act in movies, instead their likeness is simply licensed to a studio for a certain number of movies. Anyway, I'm a cynic when it comes to this, the industry itself is already plenty abusive and exploitive, and this could further that.
Theatre wasn't killed by films and TV, live music is still going despite recording.
Arguably this is the golden age for musicians. Lowest barriers to entry ever, if you have talent. You don't need anyone's permission to be a star ... just talent.
Why would it be different for actors?
I feel like you are not thinking about the full implications of this kind of democratizing tech.
Perhaps I appreciate just how much we live in "the golden age" of personal creativity because I'm >50 yrs old and lived through saving from each paycheck to afford renting a high-quality camera for a day or an edit suite for a few hours (only between 12a-6a for the reduced rate). I'll just come out and say it, "Kids these days have no idea how amazing their world is." Now, excuse me while I go outside to yell at some clouds...
They don't control access; any production can hire any actor they want. The unions just negotiate a minimum wage for actors working on productions at major studios.
Your suggestion is horrific: you're suggesting that indie films should be allowed to profit off of someone's image without paying for them.
As I see it, a budding filmmaker could use two or three actors to fill 20 different roles in a film without needing expensive prop and makeup artists to place them in detailed fantasy/sci-fi scenes.
The next 10 years are going to be interesting. I wouldn't want to be a 16 year old trying to decide upon a career path.
I was down on the future in general, but fairly optimistic about my kids' mid-term prospects. Not so much, now. Feels like being on the Titanic just as the deck's starting to noticeably tilt.
I say it half in jest, but it'll be a long time before politicians allow 80,000lb trucks to wander our highways without a human responsible for it.
Taking parallels - I don't know if many developers complain when compilation times go down, although technically they're being paid to wait. The thing that's scary to developers is GitHub copilot. But this actress here, she's still doing all the acting.
It's been increasingly common in indie game circles to buy libraries of mocap animations and lately facial expressions. Then things like Blender and Unity have been working on amazing solutions to merge various mocaps together.
Several multi-million dollar Unity games have used that process successfully 5 years ago, and can fill in the gaps with tech like unity asset "puppet face". Which works surprisingly well with just webcam. Unity face capture on IOS is also fantastic.
Also, many of these positions are salaried so they aren’t actively tracking hours.
This doesn’t make any sense. Training time is billed according as a passed through cost plus, not an hourly rate for the person who started the task.
I don’t know anyone who would have gotten away with billing AWS training time at their own hourly rate as if they were working. That’s ridiculous. Would be hilarious to see someone submit 24-hour days for long training runs though.
In the future, a single person might end up taking their own mo-cap video as well as polishing up the animations for several characters.
"You mean I only have to perform the play one time, and people can watch me perform it over and over....for free?"
This is incredible, wow! Stuff like this is why I got into tech in the first place, indistinguishable from magic.
2. Are people excited about my thing? Am I excited about it?
3. Have I made the wrong life choices?
4. This makes me feel uncomfortable.
5. If I can defend my life choices I can feel good again.
6. I will downplay this thing, that will resolve my uncomfortable feelings.
The videogame industry is notorious for over promising and under delivering. Game Engines included. Unreal Nanite and Lumen seemed amazing and has a great pitch/tech demo's, but in practice it's . . . not great. FPS have constant drops, and the complexity it introduced into game making workflow was heavy.
Several medium sized companies even have dropped nanite and lumen to go back to the old way of doing things.
Game Engine companies are notorious for leaving out important details about new features.
Is there any recommended reading/ranting on this?
A lot of this borders "competitive intelligence" and game development is only getting increasingly competitive, so you typically need a friend to get you an invite into various private discord servers.
I'm learning game dev in my spare time,and these various private discords are critical to learn how not to waste time on various "over-promised" techs, and focus on results.
Also -- and this really is just a question not a nitpicking criticism -- when it comes to crossing the uncanny valley, am I right that mouths and teeth, specifically, seem particularly less realistic? Lips and subtle facial expressions make sense to me as challenging areas, but it surprises me a bit that teeth aren't typically rendered better. This applies to full-studio efforts not just Epic's new tech.
And any studio worth its salt would spend time fixing up the tiny inconsistencies; my understanding is this was meant to show it as raw as possible.
it is video tracking of 30 points of the face, and then those points are extrapolated in a model. Seems like 20 year old tech tbh
This was done on an iPhone, in subpar conditions, by 2 people, with regular clothes and background, for any/all humanoid models in under 90seconds!!!
Amazing!!! It’s the only word for it and it doesn’t do the accomplishment justice.
... and to do it outside while doing full-body motion capture while splashing around in streams next to other live actors on film.
It's like comparing music festival hardware with home streamer equipment. Home streamer tech can sound significantly better, for a thousandth of the cost... because you can put up acoustic tiles.
It's a big achievement, but wild comparisons don't do really do it any benefit.
It’s hard to tell from the video, but I wouldn’t be surprised if they used their face capture animation to drive wrinkle maps[1] on their MetaHuman models. This is something that other apps don’t offer out of the box, but which can significantly increase realism.
The MetaHumans drop in models are the thing that makes this magic imo. It’s not the motion capture tech so much as the complete pipeline to produce game assets.
I agree that the automatic integration with MetaHuman is the main benefit.
I’m guessing that is for when you want to move your body around and capture the facial expressions associated with doing so. You need some sort of rig to keep the camera in your face if you’re moving your face.
https://www.youtube.com/watch?v=lXZhgkNFGfM
The detail on the new Metahuman face capture is visibly better and a smoother capture pipeline has been a valuable goal for a some time. Noisy mocap and re-rigging animations to share them between models, takes time.
[Quote from article] The algorithm uses a "semantic space solution" that Mastilovic said guarantees the resulting animation "will always work the same in any face logic... it just doesn't break when you move it onto something else."
- Whole-clip solve instead of noisy frame-by-frame streaming - Automatically generating a face model to calibrate the rig - Solving from raw sensor data instead of Apple ARKit pose data
VFX studios typically develop proprietary solutions a few years in advance, so it can be hard to say what is truly "new and different."
In the past, it was common to use video capture with reference markings on the actor so you could figure out how they were moving in three diminsions.
From this demo, it looks like they are directly leveraging the 3D data from the iPhone's Lidar sensor in addition to the video camera data.
I think part of the issue building the 'metaverse', is that content generation is just so incredibly labour-intense.
I think visual AI generation and this kind of tech will really help a ton.
Effort of doubling real life is unbelievable, but... I prefer stylized, artistically enhanced virtual reality.
Analogous to how modern art in painting didn't really take off until photography had made photorealism attainable and no longer interesting for painters.
And yet, for some reason, the industry ran with those cutscenes. They got worse in FF8, and then today we see the end result. I mean, they really gave it away when they made Final Fantasy: The Sprits Within and they made such a big deal about how they did the hair. The whole movie was just to showcase their hair model.
So now here we are in 2023, and we are playing the same games over and over again, but with better graphics every year. I'm sure this face capture tech or similar will make its way into all the next AAA games including the next Final Fantasy, which will have amazing hair and clothes and eyes and facial movements, but it will be the same game that's been made for 30 years.
Thankfully, not all is lost.
The best game released in decades is hands down in my opinion Dwarf Fortress, which took the graphics budget and put it toward innovative gameplay. Then there's Factorio which similarly isn't using AAA graphics, and could be called "retro". Of course Minecraft was a huge hit, and it had FFF graphics, only proving that really the graphics are next to meaningless if the gameplay is fun enough.
Today there's a whole retro-gaming movement that's dedicated to breathing new life into consoles like the NES, but embracing the graphical limitations of the platform to focus on innovative gameplay and rich storytelling. The indy game scene is pretty strong to the point of being oversaturated really. I doubt it will cool down though with all these new AI technologies; now more than ever it's possible to take a game idea all the way to fruition with an AI helper generating assets for you.
Also, I don't appreciate you belittling opinion. I like npcs that can look at you. If they have mouhs and eyes that can move then I want them to.
Two decades ago, I would have generalized it to "console gamers", but I'm not so sure after the God of War / Elden Ring GOTY vote.
I understand people on the spectrum can have difficulty reading facial expressions, so I'm curious if this is close enough for them that it appears real, or sufficiently human.
As someone not on the spectrum, I can tell you that it's immediately obviously digital, fake, and gives me an uneasy feeling. It's that "uncanny valley" thing. So, I just wonder if the presenters, creators are on the spectrum, as they felt confident enough to showcase it and pass it off as sufficiently novel or convincing.
And I thought it was bloody amazing. In such a short time, highly precise motion capture. This is tremendous technology. Looks fantastic!
IMHO, that's not the central point. It's notable not because it's super convincing but because it's convincing enough to be creatively useful while being incredibly fast, reasonably inexpensive and relatively easy.
AAA game studios have already been able to reach similar (and even better) results for years. It's just super expensive and labor intensive. This demo is exciting because of how it can empower small game studios and even ambitious indies.