![]() ![]() ![]() ![]() I also need to look into laplacian stuff to extract data. and trying to infer rules that will help author things automatically. For example looking at vector divergence from base mesh, comparing local displacement to average, etc. What remain is blendshape, I downloaded the heretic demo for reference and isolated the head morph, so far I figured out how to extract them from the baked data of unity (using bakemesh() and storing result as mesh in an array), and next is to run a series of experiments to test assumption and portability. And breaking into hue saturation and luminance components give me a lot of control over accuracy. Texture is not great, but I'm not too concerned about it, studying for dark skin showed me that skin and its details can be automated to good enough results. I'm personally going to use makehuman in the short term, the mesh is passable enough and export is cc0, but the head expression morph are horrible, and some stuff need some retouching like the ears. That's the hardest and slowest part of making a human nowadays, people aren't has regarding for anything below the neck, so deforming a base mesh is enough. Click to expand.The demo is not running at playable frame rates on my computer.īut to be frank, I mostly need for face morph and animation blendshape. ![]()
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