I had taken out Meridiana's underwear, as I didn't like the way it deformed when she walked or ran. In order to get it to move correctly, I figured I'd either have to add a few additional bones for it, or a bunch of morph targets, and then go back and redo all the animations so they morphed correctly.
This was something I was gonna save for later.
BD mentioned it, and it got me thinking about it. While waking up the other morning, it suddenly occured to me that Unreal Engine had a pose driver system meant to be used in facial animation, but that it could also be used for corrective morph targets.
After some initial testing, it looks like it works great, and I don't need to go back and redo any animations, as unreal will do it for me! I still need to clean things up a bit on the skinning, and add a few additional morphs.
Completely unrelated, this weeks update is probably gonna be a bit light due to E3.
Mithos56
2018-06-17 00:34:43 +0000 UTCKira Edlenn
2018-06-17 00:22:51 +0000 UTCMads Krogsgaard
2018-06-15 22:23:38 +0000 UTCMithos56
2018-06-14 21:00:13 +0000 UTCYummyTiger Gaming
2018-06-14 20:55:36 +0000 UTCd00m3sT0s
2018-06-14 20:51:19 +0000 UTC