#Sonar animation test
32 messages · Page 1 of 1 (latest)
Impresive, very nice
What,
How-
God fucking damn...
Nah blender, its a 3d model
I remember seeing your first post awhile back. I'm loving the progress and edits you made since, the likeness is very good.
Thanks 
I love that you showcased the technical rig and topology, it looks so clean
thanks, yah i saw your invisigal post too, your rig looks super clean
alt render with rig overlay
some work on the eye drivers +fixed weights and and wrapped eyelid verts to eyeball
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
jank af
I'll pass since I'm very new to implementing addons to Blender, and I'm still learning the foundations of the tool workspaces, this tool is very cool and innovative, I hope the development goes smoothly.
displacement mapping from multires
rip my render time, 1 hour for a 3 second animation 
displacement is getting added onto normal map, makeing surface detail a bit to intense, should highpass normal map
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
some texture work, gota do suit topology next
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 😁
also just figured out you can shape key curves
another beauty render
This is so brilliant.