Gamescom 2017: Star Citizen demos ‘real-time, player-driven facial animation’

    
121

If you skipped out on the Star Citizen Gamescom presentation, you missed out on some pretty good stuff. You also missed out on an hour of awkward preshow and a loooong wait when one of the demo machines crashed mid-show, true, but there was plenty of good stuff too go around, headlined by Cloud Imperium’s collaboration with Faceware. Anybody remember SOEmote? Yeah, it’s that: “real-time, player-driven facial animation.”

“The new feature will track players’ facial expressions and movement, then reproduce them on their avatars in-game, allowing for the most immersive and realistic player-to-player communication. […] Using Faceware’s soon-to-be-released facial motion sensor, this new feature enables Cloud Imperium and any Star Citizen to detect hundreds of facial movements in a variety of lighting conditions. Those movements are then instantly streamed onto the character’s face, in-game, a critical element in creating believable digital faces. The feature can also be used with the computer’s built-in webcam, though the quality of facial detection may vary.”

Seen as a demo during the presentation, it looked pretty cool, if the crowd’s gasps and claps are any judge, though I found the moving-camera bit a tad nauseating to watch without my being at the controls myself. Will facial animation catch on this time? Guess we’ll see.

Source: Press release
Advertisement
Previous articleDark and Light’s animal taming mechanics are weirdly sadistic
Next articleBetawatch: Star Citizen chatters about the still-absent 3.0 (August 25, 2017)

No posts to display

121 Comments
newest
oldest most liked
Inline Feedback
View all comments