3D-io rely on Morph-O-Matic and Morph ToolKit

3D-io rely on Morph-O-Matic and Morph ToolKit

3D-io rely on Morph-O-Matic and Morph ToolKit

3D-io rely on Morph-O-Matic and Morph ToolKit

 Di-O-Matic.com > Press > Reviews > Voice-O-Matic

 
Voice-O-Matic

Develop
Ė November 2009
 

Itís time that game characters laid off the botox Ė
and thereís tools out there to help, Ed Fear discoversÖ

  

With the huge advances in motion capture over the past few years, itís fair to say that character animation in games is better than itís ever been. Combined with technology designed to help developers string these animations together, such as NaturalMotionís Morpheme and Havokís Behaviour, game heroes like Nathan Drake are orders of magnitude more realistic in their movements than in the previous generation. Facial animation is perhaps the next frontier. Although itís already improving at a rapid pace, thereís still a large proportion of game players Ė particularly those casual gamers, to whom the usual anachronisms of real- time computer graphics arenít quite so forgivable Ė who arenít convinced by the current state of facial animation. Speaking about Uncharted 2, one Develop staffer remarked: ďItís beautiful, and the cutscene animation is amazing, but for the most part it really feels like their faces are frozen in place.Ē Perhaps the real advances here, too, will come from the Venn diagram-like crossover between emerging motion capture technology and more impressive tools to help shape that  raw data.  Here we profile four popular solutions to see exactly what it is that makes them useful, and Ö
 

Voice-O-Matic

DEVELOPER
   Di-O-Matic
CLIENTS
   Rockstar, Sega, THQ, Activision
PLATFORMS
   Plug-in for Max, Maya and Softimage
PRICE
   $349
 

Voice-O-Matic is pretty simple: by following a four-step wizard, you can give the program your recorded voice files and it automatically generates mouth and face movements that can then be applied to your models, be they shape-based or rig-based. It supports most languages, and animators are free to adjust the results, which are stored as standard keys on Bezier controllers. Itís also available as part of Di-O-Maticís Character Pack alongside other facial modeling and animation tools

 

Written by Ed Fear, Develop, November 2009 Issue

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