Facial motion capture - animate armatures

I’ve been doing a little motion capture of my face using the technique outlined in this tutorial https://youtube.com/watch?v=uNK8S19OSmA

It’s worked pretty well and the mesh of the face is moving in the viewport as expected.

But when I try to render out a video of this movement the face does not animate and I’m left with footage of an unmoving face.

Am I missing something basic in my understanding of how these armatures are animated? Do I need to keyframe them individually? How should I go about this?


If you baked it and it worked, you should have keyframes for each bone. It’s kind of hard to see your blend without you posting one. It could be a lot of different reasons. You can post one here and give us the URL you get since you are a new user. http://pasteall.org/blend/ Then someone can help you.

Thanks for replying and sorry about the long delay in response - I started a new job and was super busy.

http://pasteall.org/blend/index.php?id=52333 is the file.

I tried to Bake Action but it didn’t help. If I manually go through each frame and render as a still image it works fine. But all together, no luck.
Any help would be very much appreciated. I have the feeling that it’s probably a relatively minor problem that’s stemming from my lack of understanding of how the armatures work.


Ok I didn’t have any issue at all. I used 2.8. https://blenderartists.org/uploads/default/original/4X/b/6/1/b6192e4193902290d7007a6887a6074c092c5b17.mp4

here is the blend i used. http://pasteall.org/blend/index.php?id=52337

My guess is that you didn’t bake it correctly. Select all the bones in pose mode. Bake action from the command search. Be sure to check all the boxes and use POSE for the bake.

Some other suggestions. After you move your mesh around and position it and before you parent it to your armature, apply your rotations and scale because on some constraints, that will mess up your movements. I would also apply my location and likewise for the armature to just eliminate oddball things from happening down the road. You might also consider what i did if you are using cycles. I switched to branch path and really knocked out most of your cycle bounces because you don’t really need them to just test your animation. I think the frame renders were only 3 or 4 seconds that way. I would also suggest using another camera to render out your animation so that you can turn it so you are not looking at a sideways face lol. A decent effort to start with.

Here is another source for motion capture I found useful as well. https://www.youtube.com/watch?v=uNK8S19OSmA

Good luck.

This is great, lots for me to have a look at and think about. Thanks and I’ll let you know how it goes.