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so after some tests, I'll just use shape keys for face anims instead of bones (shape keys are a bit annoying and slow to set up, but you have full control over every vertex), each part is separated and they can be blended together in animation tree over character...

22,826 Aufrufe • vor 1 Jahr •via X (Twitter)

5 Kommentare

Profilbild von Andrei Mishanin
Andrei Mishaninvor 1 Jahr

now I'm thinking with such face system and possible funny face expressions camera has to be close to character to see them, so gameplay has to match it somehow, maybe you need to crouch/hide a lot, so camera is up close often, more stealthy than action game, like here in WW 👀

Profilbild von Hinges
Hingesvor 1 Jahr

This was helpful to see, thank you for sharing.

Profilbild von ♡Nya♡
♡Nya♡vor 1 Jahr

This is so cute! I love your work ♡

Profilbild von Star
Starvor 1 Jahr

Very handy, glad it worked out cause it looks great

Profilbild von FizzyMutt
FizzyMuttvor 1 Jahr

Actually for a model like yours that is low poly. Shape keys are significantly 100% better than bones! And eyes in general, half the time for game models, use the same method cause they don't allow movie rig controls. So shutting eyes with no clipping is annoying.

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vibe coding metahuman with threejs and codex: spitting FACS ok, i'll admit 3D modeling has a lot of depth, going from a cube to a full facial action coding system is.. a lot of work, but really it isn't all that hard to learn like some people want you to believe it took me about 10 evenings to go from scratch (no idea how to even model in blender beyond the famous donut) to a working rigged and shape keyed expression system the actual vibe coding parts are very manageable, i'm not even hitting any session limits the past week since codex is basically just reading the glb file and it writes the drivers to have a full animation system in a single turn after that i usually notice that some things don't look as professional as i like it to be, followed by codex sending my ass back to blender and telling me what i need to do to make it better so here we are, the expression system is still very very simplified, no micro expressions yet and i believe i will need probably 500+ shape keys to actual achieve realism, but why not? Doing the 52 ARKit expressions for this demo wasn't too hard either, just tedious and boring The final driver in the demo uses a mix of bone movements and blendshapes to smoothly animate the face I might mix up some terminology here but i usually do cause it's been like what, 10 days since i started? Guess next up i'll look into face deformation parameters and then we'll move to the fun part of skinning. Once the head/neck area works (hairs are also still missing), full body next and finally LOD systems and we can call it a day Demo (pls use a desktop i'm not optimizing the ui for mobile):

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29,357 Aufrufe • vor 4 Monaten