darkevilhum
Newbie
- Sep 9, 2017
- 98
- 104
I think people are misunderstanding what morphs are. Morphs are basically animations. They're pre-computed/pre-saved data that basically says "this vertex goes here". And then in your game engine of choice (in Unity, they're called BlendShapes), that data is read and applied to every vertex based on a percentage value, usually 0-1.VAM did it somehow, and I gotta do it that way too because I want to have a morph customizable character. I recall way back we talked about using tesselation to do this which was how naughty sandbox dev supposedly did it, which was then removed from the engine, then added abck in attached to nanite, so if the guy is right that we can now use nanite with skeletal meshes with morphs, shouldn't it be possible to use that tesselation method to do softbody with morphs without issues?
I also think niagara based softbody should be able to do it, since it's if I recall correctly vertex based, morphs should move the vertices so the niagara softbody should be able to adapt to morphs as well.
That's at least 2 means to do it theoretically. I'm sure it should be doable via shader as well.
Yeah that's the problem with daz2ue. It'll work, but it'll be an unoptimized abomination, certainly not game ready this is the process that was recommended to me to import from daz to ue, and it makes sense; but honestly i'm still procrastinating it. Think it's about time for me to stop doing that tho and get it over with it's just so easy to procrastinate it when I have so many other things I can reasonably do instead lol.
So realistically, it makes no sense to use this for actual soft body simulation. What some people have used this for, is a sort of gimmicky way of adding jiggle physics. This in itself is a bit tedious, because you would need three morphs just for translation (x,y,z) and then 3 more if you cared about rotation.
This is per body part that you would want to jiggle. This itself is a ton of work, but some devs do opt for this, I have no idea why, perhaps to get a very specific and good looking jiggle that is sculpted by a 3d artist. But it puts you in a very tight corner with limited flexibility.
If you wanted to use morphs for soft body simulation, you are essentially saying, I don't want or care about any physical reactions between bodies, only the visual physical reaction of a single body. E.g, some jiggling body part.
The key take away is that, a lot of these methods manipulate the vertices. We want to do the same thing but in a way that incorporates physics movement and collision whilst still allowing for the flexibility to use other features like Morphs/Blendshapes/Shapekeys, which are great for facial expressions, body customization etc.
So the obvious conclusion then is that we ideally want a complex vertex shader that handles the jiggle, the collisions and the normal mapping responding to those jiggles and collisions.
Now in Unity, soft body is easy if you use certain plugins. Unreal sadly does not have a ready to go plugin or solution that is performant and/or works with complex skinned meshes (such as characters).