Tony Bowren (@ToeKneeMonsterB) profile picture

Solution Architect at Epic Games.

Lake Forest, CA
Joined March 2014
Photo by Tony Bowren (@ToeKneeMonsterB)Photo by Tony Bowren (@ToeKneeMonsterB)Photo by Tony Bowren (@ToeKneeMonsterB)Photo by Tony Bowren (@ToeKneeMonsterB)Photo by Tony Bowren (@ToeKneeMonsterB)Photo by Tony Bowren (@ToeKneeMonsterB)Photo by Tony Bowren (@ToeKneeMonsterB)Photo by Tony Bowren (@ToeKneeMonsterB)
Tony Bowren retweeted
We’ll be at Unreal Fest Chicago. Come say hi, talk game cameras, cinematic cameras, Unreal workflows, mocap stages, trailer capture, cutscenes or anything camera-shaped. We’ll be doing a Black Eye demo in Room E258 on Wednesday the 17th from 1–2pm. If you’re working with cameras in Unreal, we’d love to say hi. We'll also have cool stickers. Come for the stickers.
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Well its my turn to share first @rhurrey 😜 ozone3d.com/subdivs/
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Tony Bowren retweeted
Pssst... Here is an @UnrealEngine Skeletal Mesh, converted to @OzoneStoryTech Subdivs. With a single click we got 5 Levels of Smoothing, 1.3million polygons... all running at 60+ fps. No more over modeling your assets to bring them into real-time. Film / TV Studios get to keep their subdiv workflow and games now can create lower res models and have resolution independence at runtime. Alpha starts next week, beta and sales start in December. If you are interested... let us know :)
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At Unreal Fest Stockholm, Voice to Visuals brought together Unreal Engine’s most powerful animation tools, showing how expressive performances can come to life in real time. Using Take Recorder, Sequencer, MetaHuman Animator, Live Link Hub, and Performance Capture Manager — alongside Captury’s markerless motion capture — the demo showcased end-to-end performance capture and playback inside UE. From voice-driven lip sync to real-time retargeting across diverse characters, and even dynamic character swaps, this workflow demonstrates a new era of speed, creativity, and flexibility for animation and more!
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How to Merge a Metahuman Animator Face Capture to a Body youtu.be/yl3iztwwZFo?si=v1EN… via @YouTube This question has come up recently so I thought I would make a video about it.
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A test using Suno for a song about Digital Puppets, and then ran that song through ElevenLabs for voice. That audio is put into Metahuman Animator's "Audio Driven Animation" for lip sync. Then I dance around the room with a VR controller to get eye animation and head motion.
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Join us tmrw at 2pm ET for an Inside Unreal livestream. I'll be rigging a character using #UnrealEngine5.4's skinning tools; then bringing it to life using the new Auto-Retargeter. Come spam the chat with all your burning questions. youtube.com/live/t1YxqE6rtZc
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Tony Bowren retweeted
Replying to @UnrealEngine
Chapter 3 is out now where we talk about Adding/Driving Vehicles, Digital Puppeteering, Audio, In-Depth Take Recording and more...
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I was working on videos for UE 5.4 and wanted to give a sneak peak on Layered Control Rigs. You no longer need to bake to edit anim clips! Lots of fun uses with this. Stay tuned for the video and the example content! #UE5 #gamedev #ControlRig #animation #rigTip #Sequencer
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Tony Bowren retweeted
If you're coming to #UnrealFest and like Virtual Production try and get a spot in the Story Development Workshop. We're going to put you in the #mocopi and hand you a #VCam. Registration for labs opens tomorrow at 11 AM EDT so mark your calendars!
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I’m pretty sure I have entered a Far Cry game. Nandi Hills, India.
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We also have something very new and exciting coming in Unreal 5.1 - Sequencer Animation Constraints ! Check it out… #UE5 #controlrig portal.productboard.com/epic…
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If you're interested in Game Cinematics, here is a place for you. societyforgamecinematics.com… We've been working on this for a while. Come join us. @MediaSig
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Sharing an instructional video I made about basic Unreal animation import pipelines as well as how to move your animations between UE5 and Maya youtu.be/XvnLMpvGZ34 via @YouTube
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