<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Krzysztof Narkowicz]]></provider_name><provider_url><![CDATA[https://knarkowicz.wordpress.com]]></provider_url><author_name><![CDATA[Krzysztof Narkowicz]]></author_name><author_url><![CDATA[https://knarkowicz.wordpress.com/author/knarkowicz/]]></author_url><title><![CDATA[LA Noire]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>LA Noire has some amazing tech for face animations. Basically actors are filmed from multiple cameras and resulting movies are converted to a keyframed animation and animated textures. All the textures are captured in neutral lighting conditions, so usually lighting doesn&#8217;t fit in game environment. Looks like that those textures are animated at around 3 frames per second. Eyes are animated separately and at higher rate. This approach has also some interesting &#8220;artifacts&#8221;, as it&#8217;s impossible to capture everything during one day. For example you can see as hair shifts and changes when blending between two performances captured at different days:</p>
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<p>More info:<br />
<a href="http://www.eurogamer.net/videos/rockstar-shows-amazing-la-noire-tech">LA Noire face tech animation trailer</a><br />
<a href="http://imagequalitymatters.blogspot.com/2010/12/tech-report-la-noire-facial-animation.html">LA Noir tech description by IQGamer</a><br />
<a href="http://depthanalysis.com/motionscan/">MotionScan website</a></p>
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