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esemgee
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esemgee
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 168,
Visits: 469
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As always: gobsmacked by just well @4u2ges knows his way around all this stuff! I await his workflow with bated breath. My worry is that now with 3 methods, one being my flawed but functioning workaround, RL will see the matter as resolved and wash their hands. NO!!! Breathing is fundamental to a character and needs its own timeline slot, one which, as @Amper Sand points out, is applied over the animation. It should not be seen as a morph.
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 9 Months Ago
Posts: 1.2K,
Visits: 1.9K
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@4u2ges is there a way to define it as a loop in iClone, or do I need to add it to the timeline one after the other? I haven't seen a field that I can add as a loop until now and this sometimes makes my job very difficult. I agree with @esemgee on this as well. Breathing is the most important trait of a character. Even with UE characters, at least the character sways back and forth slightly, giving the impression of breathing.
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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4u2ges
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4u2ges
Posted 3 Years Ago
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Group: Forum Members
Last Active: 5 hours ago
Posts: 5.3K,
Visits: 16.8K
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@esemgee :);)
@yepkoo There probably is a way to make a loop for the morphs with Python script. But honestly it is not that time consuming adding loops manually. It could be added with geometric progression. You create 2 keys - inhale and exhale (make exhale slightly longer than inhale). You then assign curve preset for each. I usually assign Ease In for the inhale and Ease Out for the exhale. Then copy those 2 keys and paste on the timeline to the right of course from the second key. Now select 4 keys and again paste to the right. Then 8, 16, 32, 64, 128. With 7 copy/paste operations you can cover over 2 min of animation at the timeline this way.
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 9 Months Ago
Posts: 1.2K,
Visits: 1.9K
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@4u2ges Thanks. Very useful tips. I will try to do something with this information. Also, if you have a youtube channel, I would like to follow your tutorials. If not, it definitely should.
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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Amper Sand
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Amper Sand
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 731,
Visits: 5.2K
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Technically, I'm assuming I understand their problems in implementing this feature: has anybody observed how Viseme performs with clothes or accessories covering the neck's Adam apple? Viseme properly is deforming the character's mesh, but cloth remains fixed, because it's not being conformed for each Viseme movement.
______________________________________________________________________________ Software developer. iClone hobbyist since January 11, 2020. Best work so far: Robots among us: The Lab and The sad end of a legend In progress: Black Mamba AMD Ryzen 3950X 16C/32T 4.2 GHz, 64GB RAM, RTX2080 11GB, 2TB Samsung 970 Pro SSD, 8TB Seagate BarraCuda HDD, Win11 64-bit, iClone 8.12
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 9 Months Ago
Posts: 1.2K,
Visits: 1.9K
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It might be an option to have the character sway back and forth, like UE characters, to make it look like they're breathing. However, it seems quite difficult to do this and it is necessary to do it separately for each character. RL needs to integrate this into the character, like a wink.
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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esemgee
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esemgee
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 168,
Visits: 469
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As pointed out there is a 'breathing' idle motion in iC8. And, if a person is this idle and relaxed one might not notice actual breathing but just in the UE clip you can see an essence of life because of the attempt to add breathing. Mind you, we are never static and even in the clip I feel there should be a wee twitch in the fingers to really make it sing! Amper Sand's point about the Adam's Apple is interesting. When doing my flawed breathing I only need to change the sliders of the avatar, Creating the morph automatically generates the slider for the cloth, you'd think something similar could be done with this problem, though often an Adam's Apple 'moves' the hindrance, rather than expands it.
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 9 Months Ago
Posts: 1.2K,
Visits: 1.9K
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Don't mind if I talk about Unreal and show examples. Since I'm a UE user, I usually talk over UE. My problem is being able to implement this feature without using any animation. For example, I cannot give this feature to an animation I created from scratch with a video reference. This makes the character act like a robot. I need to do this using any animation. UE has the ability to blend all animations. iClone only does endpoint blends. The only option is the new layer feature, but that's not something I want to mess with.
For now the way @4u2ges suggested seems the most realistic and easiest.
As @Amper Sand said, if there are clothes that cause problems, I may not use them.
The bottom line is that we all want RL to add a feature about it. But I don't expect head-to-toe realism To make these behave like real people, mocap devices need to be used. Even that would not constitute fully human realism.
Maybe what I need is a blending system instead of breathing. If this feature existed, I could already do a lot of things myself.
In short, when I create an animation, I want breath to be added to it automatically, and even this slight shaking feature seems enough for me for now.
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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4u2ges
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4u2ges
Posted 3 Years Ago
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Group: Forum Members
Last Active: 5 hours ago
Posts: 5.3K,
Visits: 16.8K
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OK, I revised the routine slightly. It does not require any prerequisites now. The goal was to allow bone driven morphs and poses to be transferred into Morphs Creator. Traditional iAvatar format does not work in this case. It gives an error and deforms intended morphs badly. The only other option was an OBJ format export out of CC. In my testings so far RL did a nice job revising OBJ morphs import/export routine in IC8/CC4. However this method still has some quirks. Pros: Universal slider can be created in CC which accommodates combination of bone driven sliders. Deforming mesh through Edit Pose mode can be applied afterwards individually per character. Cons: OBJ method is more critical to mesh quality than iAvatar format. Cloth/Accessories geometry must be errors free. Need to be careful to not overdo bones animation. Lower body, lower arms and specifically fingers must not be animated while preparing character for morphs. Tutorial has 2 parts: First part shows how to actually make a morph slider in CC and then apply to some clothed character. In second part, I am showing how to fix an internal geometry inconsistency for cloth item which failed to accept the morph.
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michaelrbarton
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michaelrbarton
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 974,
Visits: 11.2K
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Mixamo has a breathing idle motion. Actorcore has a standby idle motion that looks like the character has a breathing motion. ActorCore - Stand By Idle - 3D Motion (reallusion.com)
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