Is this something else then a pre-"baked" blendshape-isch solution? So more in the direction of a realtime system driven by a muscle-like layer underneath?
Looks like corrective blendshapes on top of skinning to me, not some live muscle simulation with skin sliding. At least for the linked Star Wars asset in Unreal that's something that is supported in engine out of the box.
The tweet kinda implies that the muscles run live in-game, but could also just say that only the pose reader is what the game runs, calling on baked blendshapes.
I had already forgotten about this slick demo, he's automatically creating joints based off a blendshape, i'd imagine this could work from a muscle deformer. I've seen a similar concept recently for baking ncloth to joints.
Looks like there was more conversation on twitter. The muscles in Maya were just there to create the blendshapes, which are called by their PSD in-game.
Replies
https://twitter.com/PThuriot/status/1275869389561069569
Scroll down to the bottom.
https://www.artstation.com/artwork/Kr62go
So more in the direction of a realtime system driven by a muscle-like layer underneath?
But im sure you can bake those into to the animation.
https://youtu.be/kCpdVm2bWEI?t=3089
I had already forgotten about this slick demo, he's automatically creating joints based off a blendshape, i'd imagine this could work from a muscle deformer. I've seen a similar concept recently for baking ncloth to joints.
https://www.youtube.com/watch?v=JSP8zRCCCDg
https://zivadynamics.com/