Latest update on real-time facial motion capture includes physics and secondary motion on character #1 ponytail. 3D artists can easily rig a ponytail or hair strands like bangs, also earrings and add it to the system, record the motion, and export as GLB. free and open source at
Hey founders, you’ve probably heard this before, but I’ll repeat it. Last year I sat down with some of the most ambitious founders in different industries. A pattern showed up almost every time. Most wanted to build features that already existed somewhere else.
It’s the user, their workflow, device, habits, limits, and the moment they need it. Before you build anything, ask: Who is this really for? Why does it need to exist for them? How does it improve on the current solution?
I've seen countless Google Ads and social media campaigns fail,
not because the ads were bad, but because the user experience was
Many invest heavily in creating ads but spend little time evaluating what happens after the user's interactions.
Does the journey guide users toward conversion naturally?
Too often,
the experience contains friction that prevents users from reaching their goal.
When that happens, even the best-performing ads struggle to deliver results.
As UX designers,
one of the most valuable exercises is to become the user
Walk through the entire journey yourself, from ad click to conversion
Experiencing the product through your users' eyes is often the fastest way to uncover usability issues and improve performance
Thank you, everyone, for liking my latest post on free mocap capture. I am gradually improving it. Would you like to follow the repo on GitHub? It's here. github.com/PooyaDeperson/fac…
Hello again, 3D artists and anyone interested in facial motion capture, new update on the open-source project Realtime Face Mocap. You can now record 3D motion data.
The link to the facial motion capture real-time is at:
facemocap.radframes.com