inspiration
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====== Inspiration ====== | ====== Inspiration ====== | ||
- | ==== VR ==== | + | ===== VR ===== |
* 2019 [[https:// | * 2019 [[https:// | ||
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* 2017 [[https:// | * 2017 [[https:// | ||
- | ==== RealTime PreViz | + | ===== Overview UnityTeam Digital Human Rigging & Shading ===== |
- | === Overview UnityTeam | + | A general overview of some of the tools and workflows used and applied by the Unity Team for the creation of their state of the art Digital Human, Gawain. |
- | == Maya File == | + | ==== Maya File ==== |
- | = Rig = | + | |
- | = Model = | + | |
- | = Shading | + | |
- | == Unity Files == | + | === Rig === |
- | = Attachment Tools = | + | |
- | = Shading & Rendering | + | |
+ | They used two different rig hierarchies. One for the body the other for the head. | ||
+ | ==Body Rig== | ||
+ | Classical full body game rig. Skin weights up to the torso. | ||
+ | Corrective blendshapes for the hands and the back. | ||
+ | ==Head Rig== | ||
+ | Combination of Joint hierarchy and over 200 Blendshapes. | ||
+ | |||
+ | === Model === | ||
+ | |||
+ | Non-deforming body parts like the gum don't have an optimized topology. | ||
+ | |||
+ | All the hair consists of cards. Hair is exported as a separated object and is not part of the head mesh. It's attachment to the deforming mesh happens in Unity. | ||
+ | |||
+ | ==== Unity Files ==== | ||
+ | |||
+ | === Attachment Tools === | ||
+ | |||
+ | The Unity Team developed a set of very useful tools to attach elements to a deforming mesh in realtime. You can implement those tools in your own project by getting them [[https:// | ||
+ | |||
+ | First an empty dataset is created in the Assets Window. (right click -> Digital Human -> skin attachment data ) | ||
+ | |||
+ | Then in the outliner you select the object you want to have attached to the deforming mesh. | ||
+ | Add a 'Skin Attachment Target' | ||
+ | |||
+ | Select the mesh driving the deformation, | ||
+ | |||
+ | Go back to the inspector of the target and fill in the dataset with the required mesh information. | ||
+ | |||
+ | As for now these tools only work with meshes being deformed by the GPU. | ||
+ | |||
+ | |||
+ | === Shading & Rendering === | ||
+ | |||
+ | The skin and eyes are using a dedicated shader connected to a set of dedicated scripts. | ||
+ | |||
+ | The eyes can easily be customized to fit the needs of the required reference model. | ||
+ | |||
+ | We're still looking into the skin shader, particularly the system they applied to blend 82 different textures based on the faceshape. | ||
+ | |||
+ | |||
+ | ==== Links ==== | ||
+ | |||
+ | For further insight into this project, please refer to these links: | ||
+ | |||
+ | === Readings === | ||
+ | [[ https:// | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | === Code and Material === | ||
+ | [[https:// | ||
+ | [[https:// | ||
+ | |||
+ | |||
+ | ===== RealTime PreViz ===== | ||
* 2018 [[https:// | * 2018 [[https:// | ||
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* 2019 [[https:// | * 2019 [[https:// | ||
- | ==== Dance ==== | + | ===== Dance ===== |
* 2014 [[https:// | * 2014 [[https:// | ||
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* 20xx [[https:// | * 20xx [[https:// | ||
- | ==== Scenography / Dance ==== | + | ===== Scenography / Dance ===== |
* 2014 [[https:// | * 2014 [[https:// | ||
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* 2019 [[https:// | * 2019 [[https:// | ||
- | ==== Projection Mapping & Dance ==== | + | ===== Projection Mapping & Dance ===== |
* 2014 [[https:// | * 2014 [[https:// | ||
* 2017 [[https:// | * 2017 [[https:// | ||
- | ==== Scenography / Theatre & Opera ==== | + | ===== Scenography / Theatre & Opera ===== |
* 2002 [[https:// | * 2002 [[https:// | ||
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* 2017 [[https:// | * 2017 [[https:// | ||
- | ==== Tradeshow examples ==== | + | ===== Tradeshow examples |
* 2017 [[https:// | * 2017 [[https:// | ||
- | + | ====== Technology | |
- | ===== Technology ===== | + | |
* [[https:// | * [[https:// | ||
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* [[http:// | * [[http:// | ||
* [[https:// | * [[https:// | ||
- | |||
====== Volumetric ====== | ====== Volumetric ====== | ||
* [[https:// | * [[https:// | ||
+ | |||
+ |
inspiration.txt · Last modified: 2020/09/03 17:42 by paguirre