#Sonar animation test

32 messages · Page 1 of 1 (latest)

raven horizon
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Freaky

shrewd dew
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Impresive, very nice

dry geode
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What,
How-

God fucking damn...

cinder turret
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Its not an AI???!?!?!

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amazing, ngl

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imagine we get Dispatch movie someday

raven horizon
prime wadi
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I remember seeing your first post awhile back. I'm loving the progress and edits you made since, the likeness is very good.

graceful pumice
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I love that you showcased the technical rig and topology, it looks so clean

jagged flame
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HOH

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FLOOF

raven horizon
raven horizon
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some work on the eye drivers +fixed weights and and wrapped eyelid verts to eyeball

graceful pumice
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I love how natural Sonar looks and animates, this is so beautiful.

raven horizon
# graceful pumice I love how natural Sonar looks and animates, this is so beautiful.

thanks, programed a small tool that generates a blendshape animation from a video of a face and exports it as a .glb (originally for a browser game 😭)

can then use that as a baseline to drive action constraints (JawOpen, BrowUp, Blink etc.), its not a prefect solution as its very noisy, but its a great foundation to build off of for natural timing

planning to send the tool off to the dev im working with to make a production version, if your interested i could dm you the build im working with, you have to run it in localhost tho

graceful pumice
raven horizon
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displacement is getting added onto normal map, makeing surface detail a bit to intense, should highpass normal map

raven horizon
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Optimizing:

  • Minimum hair length is no longer 0: GPU hates small geo
  • Hair guides use a separate invisible mesh with 0 subdivisions: greatly speeds up hair building and BVH build time
  • Resampled hair curves depended on length, 3-8 segments
  • Removed a ton of unnecessary vertex data to high-res displacement mesh

Also made some tweaks to normal map, Displacement References vertex weights so I can increase and decrease displacement selectively. Tweaked hair falloff

raven horizon
raven horizon
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Rant: Tried making my own video to motion cap tool using vision pose landmarker. Did not work, has terrible depth information. Tried using 2+ angles to capture front and side. Could work but im to dumb to figure out the math for camera offsets etc. Would be easier to hand animate, but I gota do character animations for an entire game, this project has just been me testing out different ways to be lazy 😁

raven horizon
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static renders

graceful pumice