Hey everyone,
I'll be posting updates of my thesis progress on this thread.
The aim is to create a realtime morphing character taking inspiration from James Heller (Prototype 2), Clayface (Arkham City) etc.
At the moment concepts have been produced and the basemeshes are being created.
Concepts for the character:
After talking to Jared Fry (Lead Character Artist on Prototype 2) it was clear that mesh swapping is done instead of morphing these characters. So taking this into account the first 3 concepts will be swapped onto the character and then morphed into place (giving a growth effect) and the last will be a morph target changing the structure of the face.
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Here are the basemeshes so far:
1. Morph object.
2. Hide Morphed object with Rigged object.
3. Rigged object animates.
I am working on a test video at the moment going through the process. It'll be up here in a day or two.
[ame="http://www.youtube.com/watch?v=8KoFGxAv4bA"]Wing Morphing Example - YouTube[/ame]
We did something similar awhile back, but we used custom realtime software to do the blending. The character had one bone rig, but each morph target had its own bone lengths and custom bone weights. Not sure if that's possible in stock Max.
Anyhow, an example.
http://ericchadwick.com/img/protean_transform.html
I'm not real happy with the character models, as they get way too blocky, but it was still quite fun to work on and a great learning experience. Might give you some ideas.
P.S. I haven't started the ear yet.
And some progress on the body:
I have now managed to create an Archetype of the ModPawn class, so now each asset can be hidden or unhidden from the same menu.
Modular pawn is now playable AND I am getting to grips of controlling it via script.
When the player spawns all assets are visible, I need to find a way to stop this from happening.
Anyway I have set up 2 functions, Swap changes the assets to spheres while Swapback changes them all to cuboids!
Success!
[ame="http://www.youtube.com/watch?v=D1uXbgyRS8E"]ModPawn Mesh Swap Test - YouTube[/ame]
Starting to set up the morphs now
The blade morph is now working however there are still some problems activating it in the code
[ame="http://www.youtube.com/watch?v=H7KOEfMSGk0"]Real-Time Character Morphing - YouTube[/ame]