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inspiration

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Inspiration

VR

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

RealTime PreViz

Dance

Scenography / Dance

Projection Mapping & Dance

Scenography / Theatre & Opera

Tradeshow examples

Technology

AI

FilmSets

Film VFX

Robotics

Old Style

Scenography

Film / Animation

Companies

Volumetric

inspiration.1599142062.txt.gz · Last modified: 2020/09/03 16:07 by paguirre