Realtime Character Morphing

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Old 01 January 2013   #1
Realtime Character Morphing

Hey everyone,

I'll be posting updates of my thesis progress on this thread.

The aim is to create a realtime morphing character taking inspiration from James Heller (Prototype 2), Clayface (Arkham City) etc.

At the moment concepts have been produced and the basemeshes are being created.


Concepts for the character:









After talking to Jared Fry (Lead Character Artist on Prototype 2) it was clear that mesh swapping is done instead of morphing these characters. So taking this into account the first 3 concepts will be swapped onto the character and then morphed into place (giving a growth effect) and the last will be a morph target changing the structure of the face.

Last edited by SteveT211 : 01 January 2013 at 10:56 PM.
 
Old 01 January 2013   #2
Here are the basemeshes so far:








Last edited by SteveT211 : 01 January 2013 at 10:57 PM.
 
Old 02 February 2013   #3
Here is a test video going through the transformation process i will be following.

http://www.youtube.com/watch?v=8KoFGxAv4bA
 
Old 03 March 2013   #4
Thanks for that Jon, I'm using Max so i don't know if it's the same, i'll look into it!

Some progress, I have started sculpting the basemesh. The goal is to have the same features as Megan Fox. At the moment i think it is lacking so any crits would be good.

P.S. I haven't started the ear yet.

 
Old 03 March 2013   #5
I have been testing the workflow of creating a modular pawn in UDK lately with test assets.

I have now managed to create an Archetype of the ModPawn class, so now each asset can be hidden or unhidden from the same menu.



 
Old 03 March 2013   #6
These are the two ladies i am referenceing for this project, megan fox for the face and jessica ennis for body proportions.






Some improvements to the face:




And some progress on the body:
 
Old 03 March 2013   #7
Major Breakthrough! (In my opinion)

Modular pawn is now playable AND I am getting to grips of controlling it via script.

When the player spawns all assets are visible, I need to find a way to stop this from happening.

Anyway I have set up 2 functions, Swap changes the assets to spheres while Swapback changes them all to cuboids!

Success!

http://www.youtube.com/watch?v=D1uXbgyRS8E
 
Old 03 March 2013   #8
Just fixed the problem at the beginning by using a PostBeginPlay function to hide the assets i don't want visible on spawn.
 
Old 03 March 2013   #9
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