![]() This is why there are so many medieval-fantasy games and not very many space-scifi games. If you are creating a game, you go from having possibly "too much data" that you have to reduce until it fits the space allocated in the game, multiplied to X many named NPC's, to maybe letting 'metahuman' extrapolate on top of the same template, and now every character except the hero character is using all the same animation, they're just all wearing different masks. Overall, it just moves the problems to different stages of the pipeline. Are they sticking their tongue straight out? Are they trying to touch the tip of their nose? is it hanging to lick something? ARKit can detect the tongue being out, but the render environment often doesn't know what to do with that information. One of the things that 3D modeling is often extremely terrible at, is when the mouth is open. Where as when two Vtubers in VRchat talk to each other, a lot of those cues are there because eyes often move with tone (eg rolling up or to the side to express sarcasm. When you interact with a character on a screen, it is often missing cues that a "real" human would have when it's driven by the computer. It's intent, and usefulness will be largely pushed to background characters that you don't interact very much with, because you won't be scrutinizing the facial expressions. There's also a lot of mockery of "metahuman" as being any kind of replacement for actual modeling. In 2D space, the mapping of 3D to 2D requires a lot of approximation that 2D is often unsuitable for using these systems beyond "2-camera" sitcom" type of animation from the shoulders up. In 3D space, you have to hit the right point between "realistic" and "unrealistic" because if it's too realistic, it creeps people out, and if it's too stiff it's derided for being awful and ugly. Like vtubers have been using AR tech for years now, and the common refrain is that "the tech exists, and it's no replacement for proper animation" (Let me know if there is anything i missed or done wrong, First time posting a Tech new article ) Unreal Engine Article / Product page : &utm_id=19729682794&sub_campaign=&utm_content=&utm_term=meta+human+creator GamesBeat ( news article about this topic ) : This i think will be a huge step into giving smaller artists and studios, cool and cheaper motion capture solutions This for sure will now be seen in new game titles. there is a advantage that competitors may not be able to beat something like this. I also think with the budget of Epic Games. Epic and UE5 have a reputation of having high quality things like this, Like there Quixel Megascans asset library. ![]() ![]() This new technology looks great, If an animator like myself, Once a tedious task of facial animating faces ( without the high expensive tech )Will become a breeze and Will definitely come in handy.
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