Hi everyone. I am currently working on trying to create decent real-time muscle deformation to run in Unity. I currently have a demo running on my website. WARNING: I have not profiled this at all, so I have no idea how it might run on an Intel integrated graphics chipset. http://6ixsetstudios.com/resources/muscles.php I still have a couple of bugs to iron out, but it is in a more or less showable state. The next step will be to combine the animation data with physical simulation on the body to have limbs react to physical forces while animating.
Very interesting! Will be really cool if you combine it with the animations, looking forward to that P.S. Runs fine (and smooth) here on my work computer with an integrated Intel chip, Mozilla, WinXP.
Worked fine for me (IntelMac, WinXP, IE7, X1900). The models deform very nicely. How many bone influences per vert are you using, particularly around the shoulder areas? I've always found that part to be the most problematic. I take it as well that the model is pretty high poly (>5000 tris)?
Are you using my ambient occlusion here? It looks like you are, but it isn't tweaked right. I see black edges around objects, but not at the right relative depths.
@Norby: No idea. Looks like a problem with some of the rigid bodies (i.e. not staying kinematic). I basically made this while at the GDC, so I haven't really had a chance to try it on other computers. @Greymarch: The whole thing is running using 4 influences per vertex. Most of the deformation is owing though to extra joints with procedural behaviors, which was part of the test. The model is about 13900 triangles altogether. The whole arrangement is intended to be best suited to something like a sports or fighting game. @Yoggy: This is just a basic three-light setup with soft shadows enabled for the key. @Everyone: Thanks for the benchmark. It's good to know it works on the lower end hardware fine. I hope it keeps up as I add materials and other things to the scene.
very cool - its downright creepy seeing that ragdoll move, almost too real ; ) runs great on my intel imac.
You tuned the ragdoll just right, can you add rigidbody picking so we can break some bones? Nice "secondary motion"
I am getting the same issues. PowerMac G5 - GeForce 6800 Ultra - OSX 10.5.2 Strangely it seem to be the exact same polygons that are effected... I encountered similar effects during rigging in C4D. But when exporting to fbx instead of using native import to unity the issue is usually gone.
Looks great. So far it seems that people on PowerPC machines experience some sort of problem, not sure what's the cause... maybe the code somewhere is generating NaNs of infinities for the bone transforms? Or something else?
my machine is a : Power Mac G5 with a GeForce 6800 Ultra (256 MB). i have seen this behaviour with the island demo too, especially with terrain mesh. The strange thing was that i did not always happen . Norby
Yep, also getting the problem on my G5. (I've never seen anything like that with the island demo; getting intermittent weirdness in vertices may be the result of bad VRAM.) --Eric
@Aras: If the problem people are having is the same as the one in the first image, I have a pretty good idea of what it is, but not how it is happening. The vertices that are freaking out all appear to be influenced by joints with rigid bodies and, with the exception of the ragdoll, which looks totally freaked out, are only happening on the right side of the body. I can tell because it is vertices on the chest, upper arm, and upper thigh, which are all areas where I have the rigid bodies in effect, but it looks fine for all the joints which are simply controlled by script. I can maybe send in a copy of the project when I am back on my mac for you all to check out.
I had the terrain issues too (not occuring all the time), when updating to leopard. They are gone with the graphics update of 10.5.2 The skinned mesh behavior however is encountered from time to time. When i get these issues on my meshes, i reskin them and then the issue is usually gone. Frank