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Another sneak peak into real-time muscle deformation tech we developed to ground our characters in the world of #TheLastofUsPart2 . following footage is captured from the game engine in slo-mo mode.  [tech thread] 1/5 #gamedev #maya3d
this was init prototype, whole rig is auto generated. evaluating skin+shape on multiple character in realtime is expensive, so approach we took is more towards Muscle training n Joint rig reconstruction. system needs base joint and seq of animated mesh to build final rig 2/5
I know what you're thinking, first proto is a DOG @Naughty_Dog (bad pun)but it was just a coincident. System is mesh/deformation agnostic. Next test was, If I can create procedural cloth rig? and voila! unfortunately this couldn't make it to final game(more on that in future) 3/5
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Here's a sneak peak into face deformation tech/rig and R&D for #TheLastofUsPartII that I've contributed in the span of 5 years starting from my initial days @naughtydog. following video was the first animation rig prototype [tech thread] 1/ #gamedev #maya3d #rigtip
Spec :
mesh res – 20K
Target Count – 2019 shapes
Joint Count – 350
with this new rig I was trying to preserve legacy workflow (channel box attributes) at the same time introducing face controls(both have pros/cons). its achieved with proxy attributes/alias attributes. 2/
blendshape head file was 125mb, I converted to rivet mesh(kept only used faces for rivet) file size reduced to 23mb. that resulted into faster load time and any world space deformer can be applied(softmod, cluster). Full head + rivetmesh used for SSD to generate auto skin. 3/
Read 6 tweets

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