Is this something to worry about? Dynamically blending normal maps changing in sync with character animation? Clothing wrinkles change of course given the pose of a character. I was wondering if this has been discussed at all or if there are siggraph papers on it?
I'd hate to give some clever programmer any ideas as I feel the pipeline for next-gen game artists already gives them more than enough to worry about, but I'm sure someone is already working on this. I was just sitting here sculpting and the thought popped into my head.
Replies
ie more work for the artist:)
http://wiki.crymod.com/index.php/AssetCreation_WrinkleMapCreation
Look up "wrinkle maps".
For something like the wrinkles on the back of Drakes shirt or the clothing on the players in Fifa you'll be monitoring the changes in rotation between a few bones and blending the maps.
I'm convinced that Snake had wrinkle maps on his face in MGS4. As his mouth moved to an 'E' shape extra wrinkles would blend in.
The materials are still able to be seen though. Check out the CH_Characters_FaceFX package if you have UT3.
http://www-viz.tamu.edu/courses/tutorials/gary/index.html
I also don't use Maya anymore so I have no idea what versions of maya it will work with.
I don't think it's realtime either so it's probably useless for games, but it may give some insight into the process.
Yeah his shirt blends between a left crease and right crease, IIRC.
http://www.rd3d.com
Doom 3 even used this in a few areas as well.
That's too bad to hear. Yeah this is more of my focus. Not A-E-I-O-U-Squint facial poses. Facial animation can be scripted to either be posed a certain why on or off. The body is so much more dynamic and I was wondering how this could be overcome.
There are so many different poses the human body can do in regards to clothing wrinkles. You'd have to blend between 10's if not 100's of normal maps because the limbs can all be doing different things independent of each other. It certainly doesn't seem cost effective at all the more I think about it.
You don't change the entire map - you use masks to blend in regions independently.
This is why there is a huge disparity between what gets done in film and what gets done in games. It's not so much technical constraints that are holding back facial animation, its lack of focus and importance. God of War for the PSP had some amazing realtime in engine facial animation and lip sync. Why is that? Possibly because they gave two craps about the process instead of saying:
"Meh just 'script it' they're going to blow them up anyway".
And like Rick pointed out, normally only a few maps possibly as little as one for each texture sheet with effected masks being animated based on bone angles. Here's an example composite map in 3dsmax for regular facial animation, using png's for masks.
Errr now what were we talking about...
Drop a composite map in the bump slot, drop normal bumps in the left composite map slot, masks in the right. Base in the lowest level. Same can be done for the diffuse, so wrinkle AO can be applied also. I animate the opacity which is wired into a control board that drives bones and morphs.
The trick is to first set a key for it then it shows up in wire parameters and reaction manager. Max culls tracks unless you animate them sometimes as I'm sure you're keen to already (but others may not).
I have no clue how to make a realtime shader that does the same thing, should not be too hard for someone into that kind of stuff.
Getting the masks to not bleed is a bit tricky but not impossible, just something to be aware of. I've seen the masking also done with some kind of RGB vertex colors instead of separate bitmap masks or maybe it was separate masks in RGB channels in a bitmap... probably half a dozen of ways to do it?
Also in prerendered CG, this has been in use even longer, again mostly in flesh
My name is Dries, and I reaaaally need help with this kind of thing.
I take it that the thread was talking about this:
[ame]http://www.youtube.com/watch?v=sLeksjN4N0c[/ame]
I am doing my first 'big' animation and I am using 3Dsmax2009 with finalRender (use to use mentalRay, was bad)
Would you be kind enough to help me out, I could explain all the details of my scene in a email,
If you are willing to help, please mail me back
- Dries