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Malek
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Saturday, November 20, 2010
We can make some expressions with eyesbrows, the whole eyes even...with scaling it proprely at some frames using morph targets , I used and I enjoyed that, then I thought, if I could scale the eyes pupils, move them,or even remove them at some frames without editing the textures, it would be a lot easier to make more and more expressions(like anger,death,looking, so here's my idea :
Removing the eyes pupils from the head texture(or whatever part the eyespupils are) and replacing them with modelled eyes pupils.
I'll show some examples by myself ( I mean I'll try it just to see)
I won't forget to say that would maybe cause some issues in-game but whatever, let's just talk !
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Malek
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Saturday, November 20, 2010
Come on ...
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Shenku
RiO Incarnate
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Saturday, November 20, 2010
It could work, and I think it probably wouldn't effect things too much performance wise.
Quite honestly, a simple poly with like 6 vertices would probably be enough to capture the effect, and could just be added onto the eye models as separate elements, for easy repositioning.(Since the eyes are usually a separate model/material from the rest of the head to begin with.
The question though, is considering how often you look at a character's face mid-combat, would the extra effort be worth it if you'll almost never really see the difference? I mean, unless you plan on doing short videos reenacting scenes from the series, it's not really needed...
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D2
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Sunday, November 21, 2010
Using a simpel bone to move eyebrow or jaw would be more doable then a morph target ingame.
Cause the morph targets would require vertex animation. and I don't know if this engine supports that
Postscript.
Using a squarepoly with a round alpha would create a rounder eye
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nielsmillikan
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Sunday, November 21, 2010
The engine supports morph targets. that's the way the hair, cloth movement animation is done. Also Brad explained once that using morph targets are much more memory efficient rather than using bones (most probably in the saibaman's thread).
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Zeth
The Admin
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Sunday, November 21, 2010
Removing the eyes pupils from the head texture(or whatever part the eyespupils are) and replacing them with modelled eyes pupils.
Use a hockey puck shape (a disc). We've found this works best in the past.
It could work, and I think it probably wouldn't effect things too much performance wise.
Considering all animations are flattened down to vertex pose snapshots, you are correct. It doesn't matter what you do between each frame. Since nothing is actively being processed, tweened, blended on CPU, you have nothing to worry about.
The question though, is considering how often you look at a character's face mid-combat, would the extra effort be worth it if you'll almost never really see the difference? I mean, unless you plan on doing short videos reenacting scenes from the series, it's not really needed...
You'd be surprising how noticeable subtleties like brow, pupil, and mouth movement are -- especially if a PIP is in place to help emote facial interactions.
Using a simpel bone to move eyebrow or jaw would be more doable then a morph target ingame.
No no no! I see this happening all too often in mod projects (especially Naruto: Naiteki Kensei and Earth Special Forces) wherein they animate facial expressions, clothing, and hair with bones. Skeletal animations certainly have a purpose generally speaking, but vertex animation pose states shine particularly in these types of animations since you can stack, blend, and directly control weighting contribution factor much more readily with a LOT less performance overhead. Most people really do fail to realize that more bones equals more CPU (or GPU in the case of hardware skinning) cost.
I understand, of course, that the above mentioned projects really have no choice though due to the limitations of the Half Life modeling format.
Cause the morph targets would require vertex animation. and I don't know if this engine supports that
Quake 3 ONLY supports vertex animation snapshots in realtime -- which is much faster and has less overhead than realtime skeletal animation although less dynamic since you cannot do elaborate blends and tweens. Separation of elements helps to extend beyond these shortcomings, however.
Using a squarepoly with a round alpha would create a rounder eye
Alphamapping is more cost intensive than just modeling out the shape in this (and most) cases. Although I hardly think a difference in framerate could be merited here, it would certainly be easier to work with an actual visible circle for the pupil rather than an alphamapped quad.
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Malek
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Sunday, November 21, 2010
I'm glad to see some comments, which are far from spamming, How to make a hockeypuck shape ? I have 3ds max in french Also, Morph targets are supported by the engine, just like niels said, that's how the clothes hair and such are animated (like you can see in the max file) However, combining bones and morph targets is fine too like on the Super Saiyan 3 hair animations...
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Shenku
RiO Incarnate
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Sunday, November 21, 2010
Malek wrote : How to make a hockeypuck shape ? I have 3ds max in french 
Just make a very short and tiny cylinder, and stab it into the eyes where you need it...
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