Showing posts with label FaceFX. Show all posts
Showing posts with label FaceFX. Show all posts

Wednesday, November 11, 2009

FaceFX problem solved.

I really was happy when Jonathan Perry from Bioware replied to my last post that that FaceFX and RoboBrad (emotion generation) are absolutely 100% integrated/supported in the toolset. This is really a toolset made by machinimators for machinimators. And now we'll have in hand the tools they used to create the game and that amazing cutscenes. Even better just a few minutes later with the help of Michelle Pettit-Mee and Bryan Derksen from Bioware who pointed me to the solution for the missing FaceFX integration. It was just a missing registry entry for the FaceFX path.

Original forum post on that topic

After that repaired, now everything works as expected. Fully integrated FaceFX support. Now you can add convincing lipsync and emotions to your characters face with just a few mouseclicks. And have the full power of FaceFX to tweak it later if needed. Fantastic. Now it's on us to use the toolset to create great machinima films with it. A huge thank you again to Bioware an especially the cinematics team giving such a powerful tool in our hand to work with.

Even I thought I was careful with using the toolset, I noticed some problem with the gameplay that could be traced back to it. There is a solution to this, so in case you're game behaves strange have a look at this forum thread.

Forum post on how to fix problems with the game after running the toolset

I've still found some starneg behavoiu in the game, but right now don't know if these are side effects from the toolset or just bugs in the game. My advice from that is this: Play the game as long as you have fun and after that install the toolset and play around with it. Not onlyl because of the possible side effects. By playing the game you learn a lot about the build in maps, environment, assets, animations etc. and can watch great cinematics for inspiration as well.

Tuesday, November 10, 2009

Dragon Age Toolset

Installing and first steps with the Dragon Age Toolset worked well so far for me (Toolset Links in my last post). Unfortunately there are many posts on the forum, that there can occur some problems during installation of the toolset and even some side effects to the game as well.
Best to prevent sides effects to the game is not using the 'single player' or 'demo' modules that come with the toolset and insetad create your own module from scratch as described in the wiki.
With reading through the Wiki before it was quite easy to get the fist cut-scene done and be able to play it with the game. Although not as tough to use as the Cryengine2 or Unreal3 engine it need some time and knowledge with that kind of toolsets to have fun right from the start. It's for sure not as easy to use as MovieStorm or iClone.
To help you get started I've found this 6 part video tutorial for the toolset on Bigdownload.com:
Dragon Age: Origins Toolset Video Demo #1

But there are not only good news. From reading through the Wiki docs I was quite impressed about how easy it can be with this toolset to create facial animation and lipsync with just a few mouse clicks. That was the main part I got interested and already had a project in plan to try and use it. Unfortunately it looks like they have totally removed that feature from the toolset. The tool (FaceFX) is delivered, but the integration in the toolset has been removed.
That limits the use of the DA toolset for machinima. Of course we can have our characters put helmets on and and create RvB Halo style films. But I expected more and now can throw my project into the bin. I'm disappointed since that's not the first time that happened.
I'm even pesimistic enough to claim that we'll never get that feature back into the toolset.
Without that capability the DA toolset fails to be a promising Machinima tool and we won't see many films made with it. That's the same story as with engines like Cryengine2, where they removed automatic phoneme extraction. And even worse, after we have found a workaround for that, patched the facial editor dead and useless for everyone. Same story goes for the Unreal Engine. FaceFX was delivered, but couldn't be used with the ingame characters. You had to create your own facial rig, which is out of reach for most of us and needs good knowledge of tools like Maya or 3dmax. And that's the main reason why you haven't seen only very few Machinima made with these engines so far. How to get it right is shown by Valve and their toolset. They included a nonrestricted version of Faceposer that simply worked. And you know what comes next. Yes, there lot of excellent HL2 machinima films out which creatively used facial animation and lipsync for storytelling.