Palo Alto startup Jaunt teases with renders of their 360° cinema camera codenamed “NEO”. The company produces 360° content including a Paul McCartney concert available for ios, a handful of mock “movie trailers” aimed at mainstream audiences, and various corporate and retail tie-ins with Quantas Airlines, North Face, and Elle Magazine. They even boast hipster actor Jared Leto on their Board of Advisers.
While prototypes of their capture system can be seen on their website, these spooky teaser renders of their “5th generation” camera will have to suffice. The company promises stereoscopic, light field, and hdr capture.
Continue reading “Jaunt NEO – 360 Camera”
Adobe has announced the new version of its figure creation tool. Originally scheduled to be released in July 2015 as Mixamo Fuse 1.4, Mixamo was acquired by Adobe and instead is bundled as a Creative Cloud “Preview” app. The new version can save a figure to Adobe’s cloud, as well as Mixamo’s website which is still functional for existing Mixamo members – at least for now.
Fuse is a standalone app that generates user-customized medium-poly humanoid models. A subscription service directly leverages Mixamo’s online Auto-rigger to convert static meshes into fully-rigged bipedal figures. Face blendshapes were added in version 1.3, making the figures suitable for lip synch and facial animation. Fuse had been gaining 3rd-party support in indie game circles, until the Adobe purchase caused uncertainty with the future of its subscription-based model.
Integration with Adobe Photoshop allows Fuse figures to be opened in a 3D layer and posed with Mixamo presets. A demonstration video shows the figure’s bones and blendshape expression morphs fully functional within Photoshop CC, and the model’s textures edited directly in Photoshop.
Mixamo Fuse had been gaining support in indie game circles until the Adobe purchase caused uncertainty with it’s subscription-based model. Fuse is a standalone app that generates user-customized medium-weight (16–25K polys) humanoid models. A subscription service directly leverages Mixamo’s online Auto-rigger to convert static meshes into fully-rigged bipedal figures. Blendshapes for facial animation were added in version 1.3, making the figures suited for lip synch and expressions.
Continue reading “Adobe Fuse CC Announced”
Elias is an elastic music engine that dynamically swaps instrument loops and adds stingers on musical cue. It consists of a composition tool, a light-weight player engine licensed for games, and a growing theme library from a variety of composers. A Unity plugin is also available.
Dave Crowley at Designing Music NOW writes:
[quote icon=dark size=12 width=80% color=#FFFFFF align=none]Elias is a tool that composers and game developers can use to manage complex scores that play the appropriate music at the appropriate time based on the events and actions in the game….
Elias is designed to handle live music rather than programmed or procedural music. It is able to adjust seamlessly and adapt between parts of the musical score in a way that is imperceptible to the listener. Elias behaves like a conductor, and the game tells Elias when to move smoothly between parts of the score. Elias manages when and how the parts change. Some parts change immediately, and other parts change at musically appropriate bars and beats.[/quote]
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Doug Griffin demonstrates Faceshift expression tracking with a depth sensor made by PrimeSense. Apple quietly bought PrimeSense in 2013.
Prior to being acquired by Apple, Zurich-based real-time motion capture firm Faceshift worked with game and animation studios on technology designed to quickly and accurately capture facial expressions using 3D sensors, including Faceshift Studio software with plugins for Maya and Unity. The company was also working toward consumer-facing software like a Skype plugin that would support real-time avatars for video chat. Continue reading “Apple buys Faceshift”
Montreal-based cutscene production company Hibernum presented their R&D for offline rendering with Unity at UniteBoston, including multi-pass motion blur and DOF. As a proof of concept they also passed Unity scene data to the Iray renderer for path-traced caustics, soft shadows, global illumination, and sub-surface scattering.
Continue reading “IRAY path-rendering in Unity”
What are voxels, and what are the advantages of using them in a game engine?
Continue reading “Voxels vs Polygons – Atomontage”