TEDERIs Posted May 28, 2018 Share Posted May 28, 2018 Hello everyone. About 3 years ago I have worked on some project and got experiments on skin morphing. The video below shows some results in that: MTA gives all opportunities for creating a morphing for a face, body or something else. I hope in the future someone makes a full-customizable character. 1 Link to comment
Ren_712 Posted June 2, 2018 Share Posted June 2, 2018 (edited) I noticed that you can get some information in vs from BLENDINDICES0 and BLENDWEIGHT0 semantics. This along with NORMAL can provide you with enough information to morph facial features , body etc . Works with any ped, however requires a lot of model related tweaking. So what method did You use to morph the ped ? Edited June 2, 2018 by Ren_712 2 Link to comment
off Posted June 3, 2018 Share Posted June 3, 2018 This is one of the things that i most misses in the MTA, a true customization. Great job! Link to comment
TEDERIs Posted June 6, 2018 Author Share Posted June 6, 2018 (edited) On 03.06.2018 at 05:49, Ren_712 said: I noticed that you can get some information in vs from BLENDINDICES0 and BLENDWEIGHT0 semantics. This along with NORMAL can provide you with enough information to morph facial features , body etc . Works with any ped, however requires a lot of model related tweaking. So what method did You use to morph the ped ? 4 I didn't use the default semantics because they provide bone-relative information only. It's not enough for appropriate morphing. Instead, I have baked morphing normals into vertex elements(normals and other) as a scalar for each morphing feature. Thus for three morphing features is required three floats or one vector(normal, for instance). In an example for the breast from the video above, I packed the normals to a scalar and calculate attenuation weights. At a shader side, these normals should be unpacked and multiplied by weights. In this way, it's possible to create universal morphing regardless of its complexity. Edited June 6, 2018 by TEDERIs Link to comment
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