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L.A. Noire


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Possibly the best lip-synching and facial animations yet. :)

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Info from Edge preview

Underpinning the astounding facial fidelity on display is a motion-capture technology called ‘motion scan’. It’s been developed at the Sydney-based Depth Analysis, a company McNamara founded with the explicit purpose of powering LA Noire. The result, as he describes it, is a ‘lying simulator’.

“This system allows subtle human emotion to come through in a way which traditional animation doesn’t,” explains Oliver Bao, Depth Analysis’ head of research and development. “We can use this feature to get actors to lie, and players can detect that they’re trying to hide something. It’s like you’re talking to a real person – you can press their buttons and see how they react.”

Motion scan is different from most other capture and animation systems which either use markers or video analysis to match gross facial movements to a pre-existing model, moving it by a form of puppetry. The process Depth Analysis favours is to continuously scan the entire shape of the actor’s head, simultaneously capturing its texture and colour, not to mention the words coming out of its mouth.

“I’ve been doing mo-cap for 12 years,” says McNamara. “I’ve been pleased with what we got out of it – but what I really wanted to do was to capture the outside of people and not their bones.”

The Depth Analysis solution uses 32 cameras, acting in pairs as range scanners, and a small, sound-proofed, white room, evenly lit to remove all shadows.

“It’s the same technique used by the Dam Busters,” says Bao. “They used two eyes to work out what height they were from the water. It’s the same idea with our cameras – they’re all calibrated so they know where they are from each other, so when they see a feature point they can estimate its depth.”

The result is not so much an animation – indeed, animators are required to do little more than compose the moving model in a scene – but a 3D film of the actor, make-up and all. There’s barely 20 minutes spent processing each piece of raw footage before it goes straight into the game.

“The way it works is that we have video editors working in the background as we record, so they can start editing straight away,” Bao explains as he shows us around the inauspicious warehouse that serves as Depth Analysis’ LA studio. “They cut off the junk bits, top and tail, and whenever there’s downtime, like at lunch, they can show the takes to the director so he can select the best. It’s very much like a factory.”

We peek inside the white capture booth, its array of glaring light panels and cameras making it look like the helm of a far-future spaceship. Michael McGrady from the cop drama Southland sits in the captain’s chair, patiently waiting for the final touches to his hair and make-up to be applied.

“We have to watch out for shine on the face,” Bao explains, gently prodding McGrady’s period-accurate bouffant. “Because we pick up colour and texture, we need to make it as a matt as possible so the cameras don’t see hotspots. You’ve got the director’s camera at the front there, monitoring the character’s performance. The director next door can talk to the actor and can pop up through the webcam on that monitor and show the script to him or reference videos.”

Sounds more like a 3D adventure detective game than an open world old school gangsters GTA style.

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Tech trailer. Not only astounding tech but one of the actors is from Bill and Ted's and one is the awesome Walter Bishop from Fringe. :)

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Giant Bomb Quick Look is up.

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I have to say, I've seen little to nothing on this game up until the last couple days, and now I'm planning to purchase it this weekend. It looks amazing!

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I know fuck all apart from it incorporates its facial technology into the gameplay which is fan-ruddy-tastic in my view. Tech getting used in actual gameplay. Brilliant. But I want Portal 2 first, but I really want to try this, especially as it seems to do what Heavy Rain maybe should have.

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