Wonder Animation seems to be just a specific use case improvement over already impressive capabilities. Normal "Live Action" projects can also detect cuts, but the "Animation" project seems to understand the space from multiple cuts/angles.
Is is actually creating the 3d environment and character models or are these premade, and instead, its handling solely character rigging and camera tracking?
btw Animation filmmaker here- tested a previous version- it was a janky toy that wasn't useful to me, checked out the new stuff today but didn't get to testing it after reading through the several pages of limitations on camera work, composition etc that can be used in it. I don't want my cinematography/blocking constrained.
Nice site design tho(shrug)
However, we did purchase the https://faceit-doc.readthedocs.io/en/latest/mocap_general/ commercial seats for Blender, and have found it workable with the results from the iPhone 3D camera App compared to other options (52 marker lip sync, gaze, and blink cycles will still need cleaned up to look less glitched in complex lighting.)
Combined with Auto-Rig Pro in Blender, it is fairly trivial re-targeting for Unreal Engine with volumetric preserving rigs (can avoid secondary transforms, so elbows don't fold in weird ways by default like Makehuman rigged assets.)
Best of luck, we concluded after dropping/donating a few grand into several dozen addon projects... there were still quite a few version rotted or broken add-ons for Blender around that people had zero interest in maintaining (some already made redundant by FOSS work etc.) However, there were also a few tools that were surprisingly spectacular... will still likely need to run both 3.6.x and 4.x ... YMMV =3
It’ll certainly help but the death of manual tracking is greatly exaggerated.
someone in a long past IRC said once that all the (visual) details in a human is in their fingerprints and their ballbags, everything else is generic.
I don't do vfx really, so I can't speak to the truth of that :
/s but at least it sounds like we're automating the hard work for our VFX colleagues. /s