Character Creation Insight From Gilbran
1. Base Body
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Upload(Artist)InBaseProgressBody Setup- skin and model thoroughly as a baseline
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(Artist) Set Blend Shape and Shape Keys
- define min max size
- Topologi jangan sampe ada yang berubah
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(Programmer) Integrate Blend Shape with the Game
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(Program)Bone Scaling
2. Clothing and Accessories
- (Artist) Create Costume based on base model
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(Artist) Separate Parts
- Export with bone (Based on Base) [Research Point ?]
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(Program) Transfer Bone from accessories to base skin bone
- this way accessories got properly attached to the bone
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(Artist / Programmer?) Fitting Accessories to character looks
- using shrink wrap
- additional adjustment in maya to configure wrapping (Tedious) [Research Point? ]
Problems
Mesh Normal Overlapping (head and body is separate part)
Tips : (Maya) Transfer Attribute (merging 2 different mesh to 1 mesh)
3. Animation
Much Easier since animation is bound to skeleton since skeleton is re-used multiple times
kesulitan adalah untuk bikin gear yang nggak clipping ketika animasi
- nggak mungkin keliatan di depan. karena kesulitan ngecek 1-1 untuk semua case
Q&A :
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Nicko ngehindarin Blend Shape. dikarenakan tedious
- tapi oke karena semua karakter punya badan yang sama
- blend shape di rekomendasikan untuk re-using armor model asset ke different body type
- alternatif lain, pakai vertex shader extrusion untuk mengubah bentuk badan (dari normal ke gemuk), tapi jadi perlu ada tambahan texture channel untuk menentukan extrusion valuenya. Advantage : extrusion map bisa ditransfer/dimapping dari body ke armor/cloth
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kapan prefer pake shape key (blend shape) atau kapan pake bone untuk scaling2 nya
- untuk AAA pakai 2 2 nya tapi practice nya juga perlu di kontrol
- untuk objek statis nggak perlu shape keys.
- untuk objek yang nggak ada bone nya preferrably pake shape keys
- tapi untuk objek yang animated preferrably pake bone
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Changing base model mid development
- unbind model from old bone (copy weight information)
- bind model to new bone (paste weight information)
- adjust weight information
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scalability untuk nambah slot aksesoris tambahan
- Add attachment points that’s parented to corresponding bone.
- Some static attachments doesnt need to be rigged (Hats, short-hairs, glasses, helms, etc)
- Some attachments might need their own skeletal rig to be procedurally/programmatically animated (Long hair, capes, earrings, weapons, shield, etc)
- Some attachments need to be rigged to the body skeleton (moustache, beard, gloves, shoes, etc)
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cape yang berkibar2 what to use ?
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either using Cloth Physics or Jointed Bones Physics Cloth Physics :
- Built in function
- might not works when switching mesh programmatically
Jointed Bones Physics
- Easier to set up
- Need to add script to simulate physics
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kasih bone ke semua model meskipun nggak ke apply [ can procedural animation helps ?]
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UV Mapping sama untuk badan nya.
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aksesoris bone terpisah
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jubah dan yang nempel banget sama pakaian untuk badan nya.
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standarisasi
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equipment yang jadi 1 sama badan nya
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standarisasi untuk rig