[HN Gopher] Epic's new motion-capture animation tech
       ___________________________________________________________________
        
       Epic's new motion-capture animation tech
        
       Author : e12e
       Score  : 314 points
       Date   : 2023-03-23 12:47 UTC (10 hours ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | junon wrote:
       | Pretty cool. Maybe someone more knowledgeable can explain why
       | this is different than existing facial capture techniques? Is it
       | just the same stuff repackaged into a quick and user friendly
       | package?
        
         | barrysteve wrote:
         | This Bebylon presentation at SIGGRAPH 2018 is an example of the
         | (now much older) way of doing the same iPhone face capture.
         | 
         | 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."
        
         | meh8881 wrote:
         | You can do it on an iPhone with no additional equipment and can
         | apply it to a MetaHuman model, which is a relatively high
         | quality human model that epic has tools to generate.
        
           | nmfisher wrote:
           | Actually you've already been able to do that for a few years
           | now with Epic's LiveLinkFace app (which was basically just a
           | wrapper around Apple's ARKit). This is just their own (much
           | higher quality version) of it.
        
             | meh8881 wrote:
             | I've played around with it (the initial version). I didn't
             | think LiveLink was good enough personally.
        
           | dorkwood wrote:
           | It's worth noting that both the FaceCap and Moves By Maxon
           | apps can also capture facial animation using only an iPhone
           | with no additional equipment.
           | 
           | 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.
           | 
           | [1] https://m.youtube.com/watch?v=nydjtjIncSk
        
             | meh8881 wrote:
             | What do you do with those app outputs though? I'm guessing
             | it still feels hard because it won't automatically map to a
             | mesh that is good to go in your game engine?
             | 
             | 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.
        
           | WheatMillington wrote:
           | I keep seeing people say this without explaining what the
           | huge thing strapped to the actor's face is, that clearly
           | isn't a phone. Not explained in the article either.
        
             | meh8881 wrote:
             | I'm not sure what you mean. There's one shot in the video
             | where they show a full motion rig and clearly explain that
             | this system works with both a phone and/or a professional
             | stereo system.
             | 
             | 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.
        
         | GeekyBear wrote:
         | >why this is different than existing facial capture techniques
         | 
         | 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.
        
         | pzone wrote:
         | A few differences compared to other commercial iPhone-based
         | capture techniques:
         | 
         | - 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."
        
       | gedy wrote:
       | This type of tech should be what the billions spent on the
       | 'Metaverse' should be focusing on, not the creepy Wiimoji torso
       | things.
        
       | [deleted]
        
       | alexfromapex wrote:
       | What's amazing is that given another 10 years, with vastly
       | superior hardware, this can happen in basically realtime.
        
       | mdale wrote:
       | The moment the actor asks and "you only need to do this once for
       | each actor?" seems to have a subtext of questions of actors
       | future job security and odd combination of marketing latest tech
       | and wtf am I going to do realization packed into a single
       | presentation.
        
         | thatguy0900 wrote:
         | Actors already can license their digital likeness for
         | royalties. They would have to set this up in the same way.
         | https://www.indiewire.com/2022/10/bruce-willis-sells-likenes...
        
         | bshipp wrote:
         | I have no dog in this fight, but perhaps I can offer a
         | contrarian position. I hope people are able to look past how
         | this technology will disrupt the status quo into the future of
         | how such technology will enable much better cinematic story-
         | telling by those without large studio budgets. Artists of the
         | future will have opportunities to use lower-cost talent to
         | enable their visions that will open up the floodgates of
         | creativity, no different than what was seen when YouTube took
         | off.
         | 
         | 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.
        
           | bkq wrote:
           | I consider the advent of this technology as whole, with the
           | current state of Hollywood, to be concerning. It will
           | ultimately lead to a world where actors will have their
           | autonomy stripped away from them, even more so than they do
           | now. Consider the status quo, whereby an actor's autonomy is
           | somewhat determined by their start power. If you're trying to
           | break into the industry then you have to put up and shut up
           | with what you're given.
           | 
           | 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.
        
             | TheMagicHorsey wrote:
             | Is that what happened to musicians after music production
             | gear became cheaper and democratized?
             | 
             | 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.
        
               | mrandish wrote:
               | As a self-admitted lousy musician and marginal-at-best
               | amateur filmmaker, the last two decades of technological
               | progress have unleashed a veritable Disneyland of
               | capability I can access anytime 24/7. As amazing as the
               | tools are, the ability to collaborate with other amateurs
               | around the world and to instantly publish content to a
               | global audience with no gatekeepers is equally
               | transformative.
               | 
               | 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...
        
             | DrScientist wrote:
             | Perhaps like music there will be a split between money from
             | 'recorded' performances and money from 'live'.
             | 
             | Theatre wasn't killed by films and TV, live music is still
             | going despite recording.
        
           | bcrosby95 wrote:
           | Artists... don't you mean AI?
           | 
           | 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.
        
             | yamtaddle wrote:
             | Me eldest is 10. In the past few weeks I've gone from "I'm
             | pretty sure all my kids are gonna be OK" to "... well,
             | better count on about two of three living with us until
             | they're in their 30s".
             | 
             | 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.
        
               | bshipp wrote:
               | I'm telling my kids to get their tractor-trailer license.
               | It'll be 30 years before trucks will be allowed to travel
               | completely autonomously along the road, and in the
               | meantime they'll have autopilot that removes most of the
               | manual burden and allows them to get paid while they sit
               | in the cab to write books, compose music or program
               | applications.
               | 
               | 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.
        
           | DDayMace wrote:
           | Yes I think there is definitely a positive angle. Hollywood's
           | influence has been protected in large part by union
           | influences controlling access to bankable actors, among other
           | reasons. The possibilities for a surge of truly independent
           | decentralized productions is promising.
        
             | gamblor956 wrote:
             | That's not how the Hollywood talent unions work...
             | 
             | 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._
        
               | bshipp wrote:
               | I don't read it that way at all. You would no more be
               | able to steal someone's image and pretend it was them
               | than you could use a famous bands music in your
               | soundtrack without paying for it.
               | 
               | 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.
        
             | erickhill wrote:
             | Hopefully breaking away from the continuously lazy loop of
             | people in capes that now dominate Hollywood productions.
        
         | seanalltogether wrote:
         | I think stuff like this further reinforces the value of actors
         | over the animators. Sure they only have to scan an actor once
         | to get a metahuman model, but they need the actor to give the
         | actual performance.
        
           | jayd16 wrote:
           | Instead of one over the other, what might happen is the role
           | of mo-cap actor and animator become a single role. Animators
           | and actors both create expressions and poses of the
           | character. Animators already film themselves in poses for
           | inspiration.
           | 
           | 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.
        
             | darkerside wrote:
             | Reminds me of how people just shoot their own podcasts now.
             | It's just become that easy. At some point you might add to
             | the team, but if you want to just try it, you can.
        
           | zirgs wrote:
           | Animators are still needed, because not all motions can be
           | captured.
        
         | yafbum wrote:
         | I heard it more as, can I as an actress just get to the part
         | where I act, and skip the just-stand-there-for-an-hour part
         | getting my face captured.
         | 
         | 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.
        
           | stuckinhell wrote:
           | The goal for the game industry is to not need actresses or
           | actors.
           | 
           | 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.
        
           | bitL wrote:
           | Many companies don't pay ML engineers/researchers for the
           | time spent training an ML model anymore.
        
             | midnightclubbed wrote:
             | I don't understand this comment. If my model is training
             | for 2 days I expect to be doing other work while I wait for
             | the results. Are/were there engineers/researchers that
             | expect to get paid to do nothing while they wait for paint
             | to dry?
        
               | bitL wrote:
               | Yes, many of them used the training time for quiet deep
               | thinking without worrying about getting paid.
        
               | PragmaticPulp wrote:
               | If they're doing "deep thinking" about work then it's
               | literally work. The clock doesn't stop just because
               | you're not typing.
               | 
               | Also, many of these positions are salaried so they aren't
               | actively tracking hours.
        
               | bitL wrote:
               | Imagine you are an ML consultant with an activity tracker
               | installed. The company is only going to pay you for the
               | short fragments of time you are typing the source code
               | and launching subtasks, but not for the duration of those
               | tasks if your activity tracker shows no activity on your
               | side. I had a client who wanted to negotiate two rates -
               | one for the active part and another one for the training
               | time part (barely covering AWS costs). If you think this
               | is rare then you might be well-insulated from the market.
        
         | jareklupinski wrote:
         | It was probably a similar feeling to how stage actors felt when
         | they heard that someone created a new-fangled invention called
         | the 'video camera'
         | 
         | "You mean I only have to perform the play one time, and people
         | can watch me perform it over and over....for free?"
        
       | tippytippytango wrote:
       | Acting will become remote work soon the way voice acting is.
       | This'll be a big deal for small creators and create a lot of
       | acting opportunities.
        
       | pappler wrote:
       | The demo on that link. State of Unreal. There's something
       | unnatural about the facial movement... it seems overly
       | exaggerated and forced.
        
       | kaveh808 wrote:
       | Photorealism in CG is a milestone which is there, and can be
       | strived for. It may be a necessary step to get through before
       | interest in more interpretive styles truly takes off.
       | 
       | Analogous to how modern art in painting didn't really take off
       | until photography had made photorealism attainable and no longer
       | interesting for painters.
        
       | ffhhj wrote:
       | Why not capturing the hair motion as well? Let her have hair in
       | front and move it aside by quickly turning the head and blowing
       | it.
        
         | UncleEntity wrote:
         | Because hair is a whole other complicated subject.
        
       | caycep wrote:
       | I wonder if this sort of thing will become trivial w/ generative
       | models like gans/llms and such. To paraphrase Arnold...If you can
       | parameterize (facial expressions - already not too hard w/ motion
       | capture software), you can generate it?
        
       | sys32768 wrote:
       | Now there's no excuse to not make an L.A. Noire sequel.
        
       | zokier wrote:
       | To me its weird that UE5 was originally revealed almost 3 years
       | ago and there afaik aren't still any games using it (besides
       | Fortnite), this despite one of the promises of UE5 was ease of
       | development. I realize that the cycle times for games are long,
       | but this still feels pretty extreme
        
         | jayd16 wrote:
         | It officially launched last April...
        
         | dougmwne wrote:
         | No, that's exactly it. Game development cycles are long. UE was
         | officially released just 1 year ago. Projects take on risk if
         | they are one of the very first adopters of a new engine since
         | they will end up dealing with all the teething issues. Dozens
         | of UE5 games are in active development.
        
         | barrysteve wrote:
         | There has been a lot of underutilized tech in the entertainment
         | space. The summer blockbusters and AAA games later this decade
         | might truly be a hair-raising experience.
        
       | iancmceachern wrote:
       | I can't wait to see what Corridor Crew does with this
        
       | lofatdairy wrote:
       | Very impressive demo and use of the iPhone's depth camera. I
       | suppose as long as FaceID exists there's no reason to try to use
       | only RGB over RGB-D, though I am curious if they'll bring it to
       | Android phones that have the required hardware like the Pixel.
        
       | wkat4242 wrote:
       | I hope this kind of thing will come to unity too. It's just a lot
       | more accessible to beginners. And easier to work with for VR.
        
       | davidg109 wrote:
       | We're getting there. Pair ChatGPT with this kind of technology,
       | and you have a very impressive AI assistant.
        
       | hoseja wrote:
       | Yet another great technology that does nothing for gameplay and
       | only furthers moviefication.
        
         | solarmist wrote:
         | I disagree. I'm completely tired of mannequin NPCs. Anything
         | that will make it easier for NPCs to behave like living things
         | is a win in my book.
        
           | hoseja wrote:
           | You're right, all games need precise motion capture and
           | photorealistic models and the concept of "NPCs", otherwise
           | how could you even call them games? Like this ugly mess for
           | example, ugh: https://i.kym-
           | cdn.com/photos/images/original/001/574/413/900...
        
             | solarmist wrote:
             | I wanna see a skyrim mod of this now!
             | 
             | 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.
        
         | ModernMech wrote:
         | You're being downvoted but I feel the same exact way. I've been
         | playing video games since pong, and through the years the 3D
         | effects have really been used to bring the story to life. These
         | days, the story is used to drive the 3D effects, and I'm just
         | not here for it. I could already start to feel it in the Final
         | Fantasy 7 days - like, yeah, it's really neat that the
         | characters are 3D now for the first time, but why am I sitting
         | through this 10 minute "Knights of the Round" casting animation
         | every single battle? Let me get back to the things I found fun
         | about the Final Fantasy series, which was fine in 2D pixel art.
         | 
         | 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.
        
         | mayoff wrote:
         | If it's slow, costly, and hard to animate characters, only
         | cutscenes--where the animated characters are the focus--will
         | have well-animated characters. But if it's fast, cheap, and
         | easy, then even the incidental "scenery" NPCs can have nice
         | animations, making the game world seem more alive.
        
           | hoseja wrote:
           | Why are there characters that need animating? I want to shoot
           | things in hyperbolic space. I want to simulate an entire
           | landscape. I want to be a tree.
        
         | washadjeffmad wrote:
         | I'm also not a fan of the interactive movie genre. It's a weird
         | niche, and I don't really know who it serves.
         | 
         | 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.
        
       | VoodooJuJu wrote:
       | I'd be interested to know, for the people who find this
       | convincingly human-like, for those who are impressed, if you're
       | on the autism/Aspberger's spectrum.
       | 
       | 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.
        
         | renewiltord wrote:
         | Well, I'm not diagnosed as any of that and most people would
         | describe me as popular and friendly in real life so it seems
         | unlikely I'm undiagnosed but ill.
         | 
         | And I thought it was bloody amazing. In such a short time,
         | highly precise motion capture. This is tremendous technology.
         | Looks fantastic!
        
         | mrandish wrote:
         | > pass it off as sufficiently novel or convincing.
         | 
         | 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.
        
       | t0bia_s wrote:
       | Uncanny valley effect is still there.
       | 
       | Effort of doubling real life is unbelievable, but... I prefer
       | stylized, artistically enhanced virtual reality.
        
       | dmix wrote:
       | This would have big implications for AR/Google Glasses if the
       | processing can be packaged like that.
        
       | Capricorn2481 wrote:
       | From what I understand, the real value add of this is getting
       | motion capture close enough with a solid facial model, and being
       | able to tweak facial animations from a few seconds of acting,
       | with parameters automatically mapped. It's not meant to be an
       | instant coffee animation.
        
         | balozi wrote:
         | Isn't instant coffee the next logical progression in this tech
         | roadmap?
        
       | throwaway743 wrote:
       | Slightly off topic, but does anyone know of any tools that
       | convert realtime audio to lip animation for a 3d rig?
        
         | MilStdJunkie wrote:
         | On Blender, the cheap answer used to be Rhubarb addon, but
         | there's probably something better now. Also also will probably
         | depend on the rig and other accumulata.
        
         | spupy wrote:
         | Nvidia Omniverse Audio2Face perhaps?
        
       | nickpeterson wrote:
       | I think people are noticing the uncanny valley of these animation
       | demos, but I was really struck by the fact that one good
       | character actor could generate a lot of great animations that
       | could be used across tons of models. I feel like this sort of
       | tech mixed with recent breakthrough in AI is going to open up
       | really crazy RPG open world games in the next few years.
        
       | dirtyid wrote:
       | Neat. A few years away from sending fiverr to outsource acting to
       | a developing country while face animation and voice gets
       | synthesized.
        
       | aschearer wrote:
       | Classic slacker news with all the negativity.
       | 
       | This is incredible, wow! Stuff like this is why I got into tech
       | in the first place, indistinguishable from magic.
        
         | stuckinhell wrote:
         | I think it's amazing as well, but we need to understand the
         | caveats.
         | 
         | 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.
        
           | waboremo wrote:
           | Unreal (and Unity) are no longer just for video games ;)
        
           | dirtyid wrote:
           | >not great
           | 
           | Is there any recommended reading/ranting on this?
        
             | stuckinhell wrote:
             | Beyond the social media not really, reddit, twitter, idga
             | forums.
             | 
             | 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.
        
         | jarcoal wrote:
         | 1. Wow a thing, people seem to be excited about it.
         | 
         | 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.
        
         | heywhatupboys wrote:
         | > This is incredible
         | 
         | 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
        
           | owaislone wrote:
           | With a mobile phone camera without a suit or markers on the
           | face. This makes motion capture available to you and me
           | without renting or building million dollar studios.
        
           | yazaddaruvala wrote:
           | 20 years ago Peter Jackson had a whole team to do it, across
           | months, with Andy Serkis in a specialized suit, on a
           | specialized camera rig, with amazing lighting and green
           | screens. All to map to a single animation model Golem.
           | 
           | 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.
        
             | Groxx wrote:
             | > _20 years ago Peter Jackson had a whole team to do it,
             | across months, with Andy Serkis in a specialized suit, on a
             | specialized camera rig, with amazing lighting and green
             | screens. All to map to a single animation model Golem._
             | 
             | ... 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.
        
             | schoen wrote:
             | Not to dispute this, but just to suggest that maybe the
             | improvement is "only" four orders of magnitude instead of
             | six, or something: didn't the Gollum animation do full-body
             | motion capture and transfer, and isn't this demo only for
             | the face?
        
         | dougmwne wrote:
         | No kidding! What a bunch of joyless grumps. This tech looks
         | amazing and like it will bring mocap to the game development
         | masses.
        
         | chrisweekly wrote:
         | Agreed it's incredible, and merits tons of positive feedback.
         | Full stop.
         | 
         | 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.
        
           | solarmist wrote:
           | Yeah, I noticed it isn't perfect by any means, but leaps and
           | bounds better than most stuff I've seen.
           | 
           | 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.
        
       | bundie wrote:
       | Although this is very impressive, don't get me wrong. I still
       | cannot shake off that video-gamey feel the entire thing has. I
       | watched the demo on YouTube and it looks great and all, but the
       | moment the character began to speak, something about the way her
       | mouth moves felt off. Am I the only one or am I just crazy?
        
         | kzrdude wrote:
         | Her first smiling mouth gestures in the playback definitely
         | looked like the mouth of Wallace (from the clay animation in
         | Wallace and Gromit), not entirely human.
        
         | owaislone wrote:
         | I think she was told to do it on purpose to exaggerate the
         | effect on screen.
        
         | jjice wrote:
         | I wonder if we had the same feeling. I thought that the
         | characters upper lip moved up too much during some of the more
         | dramatic words.
        
         | yehudalouis wrote:
         | I felt it too - but this seems like the kind of solution that
         | will get you 90% of the way there, but still requires an
         | animator to make it feel 'right'. This is insane though.
        
         | RajT88 wrote:
         | I mean... It's a game engine tech demo by a video game company.
         | 
         | 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.
        
         | londons_explore wrote:
         | I agree - the resulting look and feel just isn't quite right
         | for a human, and it falls in the uncanny valley.
        
         | vlunkr wrote:
         | Maybe I'm in the minority here, but I have zero interest in
         | realistic character models in video games. There are limitless
         | possibilities when it comes to art styles in gaming, and the
         | one AAA picks over and over is realism. It's so boring.
        
           | glasss wrote:
           | It also is one of the art styles that turns dated / bad
           | quickly. Any stylized art with a decent to strong design will
           | still look good for years and years.
        
             | kerpotgh wrote:
             | [dead]
        
           | lucideer wrote:
           | A good classic modern example of this is emulated graphics
           | mods for Breath of the Wild: this is probably the most well-
           | known recent 3d game that went with very noticeably stylised
           | & simplified character models, likely in part due to the
           | limited hardware. It's also a game with excellent art
           | direction. Now people have modded it to make it more like
           | other AAA titles & every single mod I've seen looks
           | absolutely terrible in comparison to the original. Because
           | they're completely forgoing art direction for something
           | approaching realism. The former should always be the
           | priority.
           | 
           | 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.
        
             | thih9 wrote:
             | > people have modded it to make it more like other AAA
             | titles
             | 
             | If anyone is interested in an example, I found this:
             | https://m.youtube.com/watch?v=IP0B45hUPgo
        
               | denkmoon wrote:
               | Thanks, I hate it
        
           | Nevermark wrote:
           | Realism is the strictest and so most useful test.
           | 
           | 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...
        
           | Arrath wrote:
           | I think I have to agree. I much prefer a good stylistic
           | approach over hyper-realism in most of my games. I always
           | point to World of Warcraft, imo the style and 'cartoony'
           | color palette not only looked visually appealing but helped
           | patch over the low poly models and relatively low res
           | textures as the game aged. I understand that recent
           | expansions have given it an HD facelift, yet the style
           | remains strong.
        
           | solarmist wrote:
           | I don't care about photo realistic stuff, but I do care about
           | the mouth and eyes moving realistically (unless you are
           | specifically going for some effect) and proper tracking.
           | 
           | 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.
        
           | jayd16 wrote:
           | Don't fret. Realism is just the least opinionated art
           | director. You can apply this tech to more fantastical
           | character models.
        
           | _a_a_a_ wrote:
           | Word! Although perhaps not for the same reason. I tend to
           | look at games with a very mechanistic viewpoint, it's a
           | puzzle to be solved so get rid of everything that gets in the
           | way of that.
        
           | Aeolun wrote:
           | AAA is basically meant to indicate that realism though. If
           | you do something non-realistic you do not need an AAA team
           | for it.
        
           | mrandish wrote:
           | Yes, I thought the best part of the demo was the more "Pixar-
           | ish" boy shown last. For most kinds of storytelling increased
           | realism isn't that big of a barrier since we can just point a
           | camera at a real human. To me, the ability to bring non-human
           | characters to life is far more creatively enabling.
        
           | [deleted]
        
           | whateveracct wrote:
           | I think it's harder to have a cohesive stylized artstyle when
           | you are trying to parallelize your art across 10s to 100s of
           | laborers. It's a natural result of gamedev via org chart.
           | 
           | 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!
        
           | stuckinhell wrote:
           | I agree, also everything made with Unreal has a very samey
           | look to it.
           | 
           | 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.
        
           | tshaddox wrote:
           | Expanding the capabilities of the tools seems important even
           | if literally photorealistic results isn't the goal of the
           | creative team. It's hard to go wrong by having the _ability_
           | to render light in physically realistic ways, have realistic
           | character animations, etc. It's a bit like complaining about
           | cameras with higher resolution and dynamic range because "I
           | have zero interest in movies that simply portray how reality
           | looks as accurately as possible."
        
             | vlunkr wrote:
             | Right. I still think these kind of tools are valuable. You
             | can do motion capture and convert it into a style that is
             | not photorealistic. It's arguably a more compelling demo to
             | take live action and instantly turn it into something
             | highly stylized. Then no one is going to complain about how
             | the skin on the characters face doesn't stretch correctly
             | or whatever.
        
             | jfengel wrote:
             | _It's a bit like complaining about cameras with higher
             | resolution and dynamic range because "I have zero interest
             | in movies that simply portray how reality looks as
             | accurately as possible."_
             | 
             | 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.
        
               | tshaddox wrote:
               | > People complain about the way high-frame-rate cameras
               | look cheap.
               | 
               | 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."
        
               | jfengel wrote:
               | I'd say it's not so much that "films are not supposed to
               | be realistic" as that films simply aren't realistic. Any
               | additional change to make them more "realistic" is really
               | an aesthetic choice, which may or may not work for
               | people.
               | 
               | 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.
        
               | paulryanrogers wrote:
               | As to the 24 FPS feel of cinema, it's entirely what one
               | is accustomed to. Much like classical music gets
               | associated with grandeur and emotion, yet only in some
               | cultures. I for one love 300x200 graphics of my youth,
               | and still have come to appreciate higher resolutions --
               | even in games with pixel art assets.
               | 
               | Newer generations growing up with 30+ FPS and better
               | animation will develop different tastes.
        
               | tshaddox wrote:
               | > As to the 24 FPS feel of cinema, it's entirely what one
               | is accustomed to.
               | 
               | 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."
        
         | alexfromapex wrote:
         | I think the uncanny valley sensation would go away if they
         | tweaked the material settings in Unreal Engine. Like her lips
         | don't look shiny enough to me and maybe there's some light
         | bounce issues overall. But it's super close to being
         | convincingly real.
        
         | megaman821 wrote:
         | I noticed the weird mouth movements right away. You would think
         | this is an area were a GAN would help a lot. Just reject
         | movement patterns of the mouth that don't seem to match videos
         | of real humans, even if the AI thinks it is capturing that
         | motion of the mouth.
        
           | xapata wrote:
           | From the article, it sounds like they are using a GAN. The
           | system was trained on a large database of facial
           | expressions/movements.
        
         | vanilla_nut wrote:
         | There's definitely something uncanny about the lips. I feel
         | like the edges of the face are also more static than I expect
         | (especially when she makes dramatic facial expressions like the
         | "angry" expression, which ought to pull the skin a bit).
         | 
         | 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.
        
           | ambicapter wrote:
           | This demo doesn't demonstrate scanning your own face to make
           | an in-game character though, just using your face to create
           | the animation mesh. You then have to use an existing high-
           | quality model to generate the final result.
           | 
           | Generating a high-quality model from a camera phone is a
           | whole other can of worms.
        
             | pr0zac wrote:
             | Epic released the tooling for doing an iPhone face scan to
             | create a mesh that can then be used to create a rigged
             | Metahuman model about 6 months ago!
             | https://www.unrealengine.com/en-US/blog/how-to-use-
             | realityca...
             | 
             | 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.
        
         | the_af wrote:
         | 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. This made her performance feel more "human". The
         | rendered animation lacked this aspect, the character didn't
         | seem nervous in the slightest.
         | 
         | Still, this is impressive tech, don't get me wrong. But we are
         | still in the Uncanny Valley. Getting better though!
        
           | jalk wrote:
           | I immediately wondered if her facial expressions were
           | deliberately chosen to fit what the algorithm is good at -
           | her angry face looked rather silly but the generated version
           | matched pretty good. The generated "gaze to the side" however
           | lacked most of the emotion I read of the "original"
        
             | Zetice wrote:
             | I also got that sense, specifically around how much she
             | showed her teeth during her video recording. I suspect the
             | algorithm does that with teeth, so she was told "show teeth
             | the entire time" to make it seem like the algorithm was
             | more correct.
        
               | waboremo wrote:
               | That seems like a reasonable assumption, especially when
               | the actor's previous work in the same franchise wasn't
               | that overly dramatized, and this was a one time shot on
               | stage sort of deal. I could see them potentially
               | informing her to go big as the capture will work with it,
               | vs something realistic which might come across in the
               | demo as "not working".
        
             | ohgodplsno wrote:
             | Not to fit what the algorithm is good at, because because
             | all actors that have done face capture regularly end up
             | overdoing their facial movements, because tech didn't
             | capture it well if they didn't. Add that to the fact that
             | she just has a very expressive face (she is the face
             | capture actor Senua in for Hellblade: Senua's Sacrifice,
             | and that character also has sometimes facial animations
             | that feel uncanny, but it's really the actress doing that
             | much.)
        
           | tehchromic wrote:
           | My understanding of the uncanny valley is that it doesn't get
           | better, it only gets worse!
        
             | the_af wrote:
             | It's not a given that it _will_ happen, but you can get out
             | of the valley. It 's just that the effect is more
             | disturbing as you get close (but not outside) the upper
             | limit of the valley.
        
             | fknorangesite wrote:
             | It's a valley, not a cliff.
        
           | croes wrote:
           | Maybe because she isn't a professional actress
        
             | the_af wrote:
             | I'm not sure I follow. I don't particularly care _why_
             | Juergens looks human, I care why the rendered animation
             | looks _less human_ than her.
        
         | ghostpepper wrote:
         | I agree. This is impressive, but the article calls it "almost
         | indistinguishable from the original video" which is definitely
         | not true.
        
         | albert_e wrote:
         | Yes but maybe if we wanted to smooth over those uncanny valley
         | imperfections we spend more than 5 minutes on our production
         | and get a better result.
         | 
         | Seems promising if we allow for iterative improvements.
        
         | lucideer wrote:
         | > _something about the way her mouth moves felt off_
         | 
         | 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.
        
           | mecsred wrote:
           | I don't have a source for this information, I think it's
           | something I remember from looking into this technology years
           | ago. I believe actors are instructed to over-act on purpose,
           | because it's better in the end to ham it up a bit to help the
           | tracking system capture fine detail. If you risk the system
           | losing the fine detail in your expression the end result can
           | look a lot worse and reduce the number of useable takes.
        
             | Groxx wrote:
             | You get similar advice pretty much any time you get near a
             | stage, because the audience is far away and can't see
             | subtle movements. Also they're generally talking louder
             | than normal.
             | 
             | I'm not sure that explains it all, but there are expected
             | differences compared to how someone would move while
             | talking normally.
        
             | Nevermark wrote:
             | It would be wonderful to allow overacting, to give the
             | actor high dynamic control over nuance "production", ...
             | and then be able to dial back the overacting automatically
             | & manually for generation.
        
         | kerpotgh wrote:
         | [dead]
        
         | dgunay wrote:
         | Mouth movements in particular tend to set off my uncanny valley
         | senses too. I was recently playing God of War (2018), a very
         | pretty game but when I paid close attention to the mouth
         | movements as the characters speak it was noticeably low-
         | fidelity (the movements are very coarse, and also had slight
         | but perceptible rushing/dragging relative to the spoken audio).
         | Compared to how good everything else looked, I found it
         | slightly jarring.
         | 
         | In my case I just try not to focus too hard on any one thing,
         | and that helps me get immersed.
        
         | whazor wrote:
         | You can really see it when she closes the eyes, that particular
         | part makes it look super video-gamey.
        
         | lproven wrote:
         | No, you're completely right.
         | 
         | 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.
        
         | nstart wrote:
         | There are definitely a few issues with it especially in the
         | skin stretch and squeeze around the lips, nose, and cheeks
         | areas. There are a lot of muscles and skin movement that's
         | supposed to happen and rendering that needs time and good
         | attention to detail with the materials.
         | 
         | 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.
        
         | cassianoleal wrote:
         | > video-gamey feel
         | 
         | 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.
         | 
         | https://www.youtube.com/watch?v=NCYMNmkjRS4
        
           | ajmurmann wrote:
           | This exact problem was even called out in kotaku's reporting
           | on this. The exaggerated mouth movement really lean into the
           | weakness of the engine. I'm surprised that they didn't notice
           | this during production of the clip and adjusted how the scene
           | was acted accordingly.
        
           | Geee wrote:
           | I think the problem is that in computer animation skin is
           | allowed to stretch and compress in ways which is unnatural.
           | Real skin is quite inelastic. It wrinkles and slides which
           | creates the appereance of elasticity. Also, when real
           | materials are stretched or compressed, they tend to form
           | wrinkles in particular ways. I think that human eye can tell
           | these very small discrepancies to guess that this material is
           | not human skin (or any physical material).
        
         | JustSomeNobody wrote:
         | > ...something about the way her mouth moves felt off. Am I the
         | only one or am I just crazy?
         | 
         | No, you're not the only one. You may still be crazy.
        
       | JustSomeNobody wrote:
       | That's amazing. But there's still something discernibly ... off
       | about it. But so so close.
        
       | angryasian wrote:
       | is this already released for people to try out ?
        
       | DDayMace wrote:
       | This could really help low budget games as well. One person could
       | do all the animations for low-poly models with text based dialog
       | or generated voices.
        
       | woefblaf123 wrote:
       | This is really impressive.
       | 
       | 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.
        
       ___________________________________________________________________
       (page generated 2023-03-23 23:02 UTC)