Author
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Message
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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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This is an old chestnut and it shouldn't be. I am struggling to find a logical, workable way of getting my characters to breathe. I can sort of get it to work but it is not 100% and I am told the bones or target, or something are different. Breathing is not just the chest moving. Shoulders, and therefore head (this factor is missing in several tutorials), also move for deep breathing, but a morph only seems to control the whole body, you can’t have simple breathing of just the chest and then have the option to go heavy with a deep breath, it’s all or nothing. I think having the head move is possibly why the target is different, maybe... Please tell me I’m wrong and show me the way! It is extremely annoying and frustrating and especially galling as on the intro screen of iClone 8 it reads ‘Dramatically Simplify Character Animation.’
Breathing, like blinking, is fundamental to give life to a character and not just to get breath but to draw in breathe before, and out after, speaking, to be breathless and gasping after running or fighting or…whatever. The problem should have been addressed years ago, and not by clever people like @4e2ges whose workaround should not have to be done by we mortals but by Reallusion; it, or similar, should be part of the program. There should already be in place an automatic morph ‘clone’ created with each project (live up to the name, guys!) and this could be python controlled or sliders. This clone, the LifeClone (?), would be purely there for the essentials like the various types of breathing, a menu of ready-mades could be on offer, and would, as now, have its own slot on the Timeline but not as 'morph'. Another essential it should have would be the constant fidgeting movement we do with our fingers. I noticed in CC4 and iC8 trailers examples of fab dancing but static fingers. Tut tut. With the amazingly useful, and for me indispensable, Hand Gesture Puppet currently not running I can well imagine more static fingers entering into projects and it really is not good. Please put some breath into CC4/iC8 and, before that, tell me how to give life to my characters, there must be an updated, easier version of 4e2ges excellent tut!
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 1.2K,
Visits: 1.9K
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I thought this feature would be in iC8. I'm really surprised it doesn't. That's why the characters look like robots, which greatly distorts the realism.
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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sungod
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sungod
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 249,
Visits: 3.7K
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 1.2K,
Visits: 1.9K
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sungod
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sungod
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 249,
Visits: 3.7K
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@4u2ges and @all What should be specifications of this feature. What configurable part should be exposed for this feature and what could be challenges for this ?
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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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@sungod: Is that New Issue form posted by you? Might fill it out - where did it come from? Anyway, not too sure if the following answers your question but…for us to make an avatar breathe we need to create a second version with sliders set in different positions to the original. This becomes a target so we have to link to it. I see no reason why this could not have been automated years ago in CC3/iC7. With AI doing it there is no need for a second avatar just a virtual clone in code that appears in the Timeline as Breathe, and like the current morph version has sliders that can be animated. I see no reason for this clone to not already be working - like blinking is already - it is set to a default so on every 100 frames the slider is 0, then 30, then 0 then 30 etc which would give a gentle rhythm. Then when we want the avatar to talk we go to the timeline or some other place, hit Breathe and the sliders pop up, maybe with default settings for common actions so at the correct frame hit ‘draw in’ and certain sliders would automatically move and then, in between sentences hit ‘take a breath’ at speaking end, hit ‘exhale’ to return to normal. Or we hit ‘heavy’ or ‘panting’ or ‘gasping’. For the life of me I can’t see why this was not normal eons ago. I see no challenges, AI simply makes a background copy of your avatar but makes everything related to breathing 100%. So your chest might be 05, AI would have it as 100. If we want to change the default timing and 30 rise we access the sliders from XXX and that’s it.
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sungod
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sungod
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 249,
Visits: 3.7K
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I haven't filled the form as there are much more experienced members like you , @4u2ges etc who will be ideal to suggest this feature request in actionable form .
Why don't you sum your way up , post it here and get it double checked and post in feedback tracker..
Then also post it on Wishful Features thread.
We all will be happy to vote 😌
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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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Have put it in Feedback Tracker. Not 100% certain what I’m talking about but feel confident that if I can do something similar in Exel then no reason the boffins at RL can’t do it!
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facr73
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facr73
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 215,
Visits: 23.7K
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This is also one feature I would love to see and also somewhat suprised it isn't in IC8
facr
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4u2ges
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4u2ges
Posted 3 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 5.3K,
Visits: 16.7K
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There are probably 4-5 FT tickets have been opened since 2016 for that (search for "breath" in iClone 6 and iClone 7 on FT site). The oldest one got 25 votes up. Yet we still do not have it. :Whistling: Thus all kind of workarounds.. But It might be that they cannot overcome some issues applying morphs dynamically on the fly which impact performance. Probably the same issues RL faced a few years back, which stalled implementation of joint corrective morphs into iClone. Could be something else though.. I am just speculating.
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