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Table of Contents
Inspiration
VR
- 2019 AYAHUASCA
Overview UnityTeam Digital Human Rigging & Shading
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
Rig
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 blendsahapes 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 here. First an empty dataset is created.
Shading & Rendering
Links
RealTime PreViz
- 2018 Reflections (Unreal)
- 2018 ForestScene (Unity)
Dance
- 2014 Peking Opera
- 2017 Exisdance (Unity)
Scenography / Dance
Projection Mapping & Dance
- 2014 OMOTE
- 2017 INORI (Prayer) Making-of
Scenography / Theatre & Opera
- 2010 IAM4Mime