Stereo Motion Capture with Metahuman Animator
Facial animator
- When:
- 8.12.2024, 16:00–17:00
- Hall:
- Water Hall (Production Track)
Details on face capture using Metahuman Animator.
What the talk is about
Andriy Sibyryakov talks about facial capture for MetaHuman Animator in Unreal Engine. He first compares recording with an iPhone on a head mount against a professional stereo helmet that costs dozens of times more: the quality gap is small and shows mostly in eye movement. Then, breaking down close-ups from films, he shows that viewers look at the eyes more than half the time, and that head movement and pose convey a character's thoughts more strongly than lip sync. Through the story of an ambitious cinematic project he explains why scanning, materials, full performance capture and work with actors can fail, and concludes that in game development you keep doing things for the first time, so learning from mistakes matters most. He ends with practical faceover tips: timecode, headphones, pauses and giving actors rest. Useful for facial animators and cinematic teams.