Avatar Customization: Mesh deformation. Thoughts?
by Martin Young · in General Discussion · 02/03/2009 (11:30 am) · 4 replies
(surfacing from lurker mode)
I'm noticing, more and more, that companies are providing mechanisms for a player to customize their avatar (apparently) beyond the use of skinning and mesh showing/hiding.
For example, in Bethesda's Oblivion, and Fallout3, you have fine control over the details in the face (eye position/angle, cheekbones, etc). These changes are then visible in game, in relative-closeup (LODing out at some short distance).
I'm curious on how this is done, in a realtime environment. Does anyone know of any blogs/whitepapers/books on this subject? Has anyone attempted anything like this in one of the TG* engines?
(re-submerging)
I'm noticing, more and more, that companies are providing mechanisms for a player to customize their avatar (apparently) beyond the use of skinning and mesh showing/hiding.
For example, in Bethesda's Oblivion, and Fallout3, you have fine control over the details in the face (eye position/angle, cheekbones, etc). These changes are then visible in game, in relative-closeup (LODing out at some short distance).
I'm curious on how this is done, in a realtime environment. Does anyone know of any blogs/whitepapers/books on this subject? Has anyone attempted anything like this in one of the TG* engines?
(re-submerging)
#3
I can already 'see' how to apply these for static facial customization, by storing out the various selected morph vectors (created by whatever method, and user-end widgets). Then, on load/reload of the character mesh doing in-place morph so as to minimize the overhead.
I'd have to explore how the existing animation process works in the engine, as it may 'reset' mesh?
Anyway, things to look into when I get home from work.
02/03/2009 (1:42 pm)
Interesting. (I really should be focusing on my job... but this is way more intriguing at the moment)I can already 'see' how to apply these for static facial customization, by storing out the various selected morph vectors (created by whatever method, and user-end widgets). Then, on load/reload of the character mesh doing in-place morph so as to minimize the overhead.
I'd have to explore how the existing animation process works in the engine, as it may 'reset' mesh?
Anyway, things to look into when I get home from work.
#4
it was called peopleputty, and apparently is still available for download, and what's more it even runs on my 32-bit vista box with only a few UI glitches.
it's actually pretty fun, your character can be a monkey and female and be emoting and you can be tugging on its cheeks all at the same time.
02/03/2009 (2:39 pm)
i worked on a product long ago which made heavy use of additive vertex morphs for facial modeling and animation.it was called peopleputty, and apparently is still available for download, and what's more it even runs on my 32-bit vista box with only a few UI glitches.
it's actually pretty fun, your character can be a monkey and female and be emoting and you can be tugging on its cheeks all at the same time.
Torque 3D Owner Ted Southard