inspiration
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| ====== Inspiration ====== | ====== Inspiration ====== | ||
| + | |||
| + | ===== VR ===== | ||
| + | |||
| + | * 2019 [[https:// | ||
| + | * 2019 [[https:// | ||
| + | * 2017 [[https:// | ||
| ===== Overview UnityTeam Digital Human Rigging & Shading ===== | ===== Overview UnityTeam Digital Human Rigging & Shading ===== | ||
| - | A general overview of the tools used and applied by the Unity Team for the creation of their state of the art Digital Human, Gawain. | + | A general overview |
| ==== Maya File ==== | ==== Maya File ==== | ||
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| === Rig === | === Rig === | ||
| - | <em>They used two different rig hierarchies. One for the body the other for the head.</ | + | They used two different rig hierarchies. One for the body the other for the head. |
| - | + | ||
| - | jnt_reference ----> classical full body game rig. Skin weights up to the torso | + | |
| - | snappers_headrig -------> combination of joint hierarchy and blendshapes. | + | |
| + | ==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 === | === Model === | ||
| - | === Shading === | + | 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 ==== | ==== Unity Files ==== | ||
| + | |||
| === Attachment Tools === | === 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 === | === Shading & Rendering === | ||
| + | The skin and eyes are using a dedicated shader connected to a set of dedicated scripts. | ||
| - | ===== VR ===== | + | The eyes can easily be customized to fit the needs of the required reference model. |
| - | * 2019 [[https://www.youtube.com/watch? | + | We're still looking into the skin shader, particularly the system they applied to blend 82 different textures based on the faceshape. |
| - | * 2019 [[https://uploadvr.com/afterlife-branching-narratives-live-actors-vr|Afterlife: Combining Branching Narratives With Live Actors In VR]] | + | |
| - | * 2017 [[https://vimeo.com/235319208# | + | |
| + | ==== Links ==== | ||
| + | |||
| + | For further insight into this project, please refer to these links: | ||
| + | |||
| + | === Readings === | ||
| + | [[ https://blogs.unity3d.com/2020/ | ||
| + | |||
| + | [[https://blogs.unity3d.com/2020/ | ||
| + | |||
| + | === Code and Material === | ||
| + | [[https://github.com/Unity-Technologies/ | ||
| + | [[https:// | ||
| + | |||
| ===== RealTime PreViz ===== | ===== RealTime PreViz ===== | ||
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| * 2017 [[https:// | * 2017 [[https:// | ||
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| ====== Technology ====== | ====== Technology ====== | ||
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| * [[http:// | * [[http:// | ||
| * [[https:// | * [[https:// | ||
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| ====== Volumetric ====== | ====== Volumetric ====== | ||
| * [[https:// | * [[https:// | ||
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