Showing posts with label animation. Show all posts
Showing posts with label animation. Show all posts

2018/02/28

Character face rig!

Hi!

Geril here. This month in my free time, just to expand our portfolio a little, I've created a new character. It's still heavily work-in-progress, but it's gotten interesting enough to show you! It's a standard character for use in Unreal 4 and made in Blender, as usual, but this time instead of creating our own skeleton from scratch, I made the skeleton based on this .blend file recommended by Epic for Unreal 4.


While I kept the bone structure and names of the original skeleton, I modified everything I needed to to suit the character, and - as always - I made a specific and unique facial rig. If you've been our reader for a while, you might have noticed that we prefer using shape keys/morph targets for our characters' faces. It's true that they are easier to use for games, but they also limit things quite a bit. And even though I love limitations, because limitations force me to be creative, it was about time for me to step out of my comfort zone and create a dedicated video game character complete with a bone-driven face rig. So I did. The face has a lot of bones that are constrained to a bunch of driver bones for easier use, so within a few seconds I can animate stupid faces for the poor character.


At least that's how it started.


Right now on the pictures and the attached video is a face with standard driver bones. The eyes will move by texture panning, but what will really be interesting is that we plan to swap out parts of the skeletal mesh during runtime. At first this might sound strange, especially for a rig like this, but we want to see how well the Unreal Engine handles this stuff.

The mesh swaps will happen on the fly: the face will be split into multiple smaller meshes (the splits will be invisible of course), and for example when the character blinks, the eye meshes will switch to a closed-eyed mesh version instead of the eyelids stretching over the eyes. We will need multiple meshes which are spread out in-between the open and closed eye states to make a smooth animation, and then we still have to solve how to handle the textures for these meshes. The upside is that we don't have to worry about texture stretching, because we'll be using separate meshes for O and U sounds, and even for sticking the tongue out.


But first we'll need a finished and stable face rig that could work standalone as well. The separate mesh pieces will be created using these weights too, and then modified in a way that leaves most of the weights intact. That way if the lips have a smile on them, and the mesh changes to an O-sound, the smile will stay. It sounds weird in text, but if all goes according to our plans, it should work pretty well. We'll have to change our animation style a bit to fit this technology, maybe make it snappier so the mesh changes won't look abrupt. The only question remaining is how UE4 will react to this all.

While I'm still working on the rig, Lussy's making the textures for the character. This takes up most of our free time now, so look forward to more posts about it in the coming months!

2017/08/31

Summer's over already!...

Hey.

We're going through a pretty rough transitional period at the moment. We've had time to do this article for Sketchfab however, so enjoy:


This is related to the Fisheye Placebo fanart lipsync scene we've done. We show off some making of pics in the article, and describe our workflow.

There's also this little test we've cooked up, it's an Unreal 4 Blueprint AI system with very basic pathfinding and a few interactive objects.


The interactive objects work via a point of interest system. First, we created an offset for the head that follows the points of interest that the character is closest to (or that has more influence). After those, we've also added attractors and repellers as child blueprints to the PoI-s. The attractor has a chance to summon nearby characters to itself and make them clap, and the repeller can either explode and kill characters that were caught in the blast, and/or send the rest fleeing and cowering in fear. These are all pretty rough and basic, but functional nonetheless. We spent about a day working on them, they were made as a tech demo.

Oh yeah, and the assets are from the World of Warcraft.

Peace!

2016/11/28

3D Yuumei Fanart: Frey Underground!

Hey!

We've had some free time this month, and decided to mix things up a bit. This is completely unrelated to any of our previous stuff - it's a fanart of Yuumei's Underground picture.

The whole thing started when we realized that our portfolio was a little... one-sided. Not everyone likes the OLP stuff and style, but until now, that was the only thing we could showcase as a team. Separately we've worked in many different styles, but together we've mostly worked in one. So we've decided to try out different styles and subjects for practice, experimentation, and for our portfolio. This was also a challenge for us, to see how far we can get in about a week and how efficient we are. We've probably went a little overboard, but oh well.

Frey, the character is fully rigged and has a morph target set for emotions and complete lip-syncing. Basically we've created a game-ready character as fast as we could.

We've planned to include a violin playing and a random goofy animation as well, but exporting into Sketchfab-friendly FBX made our work hard. The process was very tedious and took up almost a whole additional day. (We're now convinced that Blender hates us) We can't include those animations in the same scene we've uploaded, and we thought making a new scene just for that would be overkill. Maybe we'll upload it someday, if people are interested.

We've decided on this particular piece because I [Lussy] am a long time fan of Yuumei and thought that shiny PBR lights would go well with her art style. It was refreshing to work based on someone else's "concept art". Can't wait for Fisheye Placebo to continue!

Here are some WIP pics:

Frey isn't happy with his incomplete hair
Attack of the placeholder normalmaps
Frey's violin in Sketchfab's editor
Some of Frey's test expressions and lip-sync
We love Sketchfab, and it's a shame that it isn't more popular. Whenever we show Sketchfab links or embeds to someone, we have to explain that it isn't a picture or a video, and that the camera can be moved. We always have to either explain the exact controls and settings (for example, this model always loads in SD quality and you have to manually set it to HD) in a wall of text, or leave out the instructions and hope very strongly that people will try clicking on the model. We went with the latter this time.

We hope you liked it! We were trying hard not to butcher the scene. Hope we didn't.

2015/12/19

Happy Holidays!

Hi!

This time we're wishing you happy holidays a little in advance. We've realized that our time is a lot better spent working on the actual game at this point, rather than on events and such. If we do end up creating something more holiday-related, we'll post later, but for now, enjoy the morph target and lip-sync test video of Sal (we didn't have any song ideas for Beat yet).



We have separated the detailed facial animation (rendered in Blender's Cycles render), and the full body animation. The full body one is less detailed, it mostly just uses major keyframes, jumping from one major pose to the other. This is only to see what his movement style would be like.

All of this was made in about 3 days (and the face took another 3 days to render....), and it helped us a lot in adjusting morph targets, and getting a general idea of Sal's style.

Speaking of animations...
Sketchfab finally added morph target support (even for stupid ones like ours that are bone-based)! We tried uploading Beat with a bunch of her animations, to check it out:

You can see the list of animations by clicking on the button next to the seeker bar.Our only remaining issue is not being able to use Beat's eyes (which are texture based), so she just stares into nothingness.

We hope you still like it!

2015/10/08

Progress, hard work!

Hey!

We are properly progressing in the development of Project OLP, FINALLY. This week we got lots of things done, like equipping and picking up weapons, and playing proper animations on slopes (and slowing down and speeding up according to the slope's angle). Also we're working on a new map.

Here are some pics and gifs:

The map


Slope blendspace:





Weapons



See you next time!

2015/09/28

September update!

Hi!

In this update, there actually is a lot to say.
Last week I (Lussy) started learning and making blueprints. As we are finished with all characters, Geril is progressing decently with the environment, so with though it would be best if I did Blueprints next to modeling. As a result, our game is finally starting to look/play more like a game - even more so than it did in Unreal 3.

Here is a video in which we demonstrate what we achieved up to now:



I still have a lot to learn about Blueprints, but I think I'm starting to get the hang of it. If I get more comfortable, we may try to make some tutorials. But for now, here are some of the features I added:


Sliding


Falling from a height

Walljumping

Stopping after sprinting

Some gifs of the test maps:

The sandstorm


 Inside the "house"

 
 Sal cloth test:



Also, we were interviewed by Sketchfab! You can check the article out here.

That's all for today! Look forward to more updates, more game mechanics, and more comics!

***BONUS***

 WTF moments:




After the video...


2015/08/30

Finally: The fourth player character!

Hi!

Guess what! We're finished with all of our player characters, at last. Introducing Sal:



He's a stout, and he's the most playful and light-hearted of the characters. He loves collecting things, so he occupies quite a lot of space during their adventures.
Since all of the main characters are done, we are going to get started on building levels, along with making all the animations the characters need for movement. (Geril's doing most of the animations, I (Lussy) am doing the background objects so I can get better at 3D modeling)

We also tried out Sketchfab's new feature: uploading animations! This feature is going to come in handy, because this way, we don't have to make videos to show you guys animations, and you can even rotate the models while watching. A big thanks to all of Sketchfab's staff for making our life easier!

You can view the animation here: