- Aug 11, 2021
- 38
- 25
Hi all,
Long time lurker here, but new account created for this. It might fizzle out quickly, or it might go quite far.
In short... for years I've had this idea that tools exist to create games with a lot of procedural content. I'm thinking characters, animations., textures.. Unity game engine tools: Daz models with blendshapes, FinalIK/Puppetmaster, Substances,...
I've always wondered why I haven't seen it implemented much. Have people tried but ran into too many problems?
Would love to hear if anyone has tried this and what their experiences were!
That's the short of it, here's more detail for those interested:
I started out a few weeks ago, and here's where I got:
- I have a Daz based character rigged and working in Unity, complete with a large set of blendshapes. I have a 'randomize' script that applies quite a few blendshapes to change body and face.
- Using Substances, I generate random skin colors based on mixing a few preset colours, random eyebrows,...
- the thus randomly sculpted character has a working Mixamo dance animation.
I'm AMAZED I got this far in about 2 weeks!
My background:
- virtually zero experience in c#, but advanced programming knowledge of PHP and Javascript. I figure the switch to C# will give me least problems.
- Basic to intermediate but mostly outdated knowledge of 3D modeling, texturing, rigging. Some dabbling in animation.
- Beginner but again outdated knowledge of Unity. Some years ago I fooled around with it for quite a bit, but it was mostly checking out what the engine and the various assets were capable of.
First step was to get a rigged Daz model into Unity with working blendshapes. I started by first going from Daz to Blender using Diffeomorphic, and then from Blender to Unity. I got some good results quite quickly but found the process elaborate to repeat with different trials. So I gave Daz To unity Bridge a try, was very impressed at first but then hit a snag with unsupported geograft morphs. So currently I'm back to the Diffeomorphic path.
Second step was texturing and I've had quite some fun creating Substances in Substance Designer (Pre Adobe version). I've exposed plenty of parameters in designer that can be accessed and changed at will in Unity at runtime, using script.
I still have to do hair, create a set of different prefabs, create substances, etc, but aside from time to invest into it I don't really see any major problems there.
Next would be animations and playing around with FinalIK and Puppeteer.
Let me know what you think!
Long time lurker here, but new account created for this. It might fizzle out quickly, or it might go quite far.
In short... for years I've had this idea that tools exist to create games with a lot of procedural content. I'm thinking characters, animations., textures.. Unity game engine tools: Daz models with blendshapes, FinalIK/Puppetmaster, Substances,...
I've always wondered why I haven't seen it implemented much. Have people tried but ran into too many problems?
Would love to hear if anyone has tried this and what their experiences were!
That's the short of it, here's more detail for those interested:
I started out a few weeks ago, and here's where I got:
- I have a Daz based character rigged and working in Unity, complete with a large set of blendshapes. I have a 'randomize' script that applies quite a few blendshapes to change body and face.
- Using Substances, I generate random skin colors based on mixing a few preset colours, random eyebrows,...
- the thus randomly sculpted character has a working Mixamo dance animation.
I'm AMAZED I got this far in about 2 weeks!
My background:
- virtually zero experience in c#, but advanced programming knowledge of PHP and Javascript. I figure the switch to C# will give me least problems.
- Basic to intermediate but mostly outdated knowledge of 3D modeling, texturing, rigging. Some dabbling in animation.
- Beginner but again outdated knowledge of Unity. Some years ago I fooled around with it for quite a bit, but it was mostly checking out what the engine and the various assets were capable of.
First step was to get a rigged Daz model into Unity with working blendshapes. I started by first going from Daz to Blender using Diffeomorphic, and then from Blender to Unity. I got some good results quite quickly but found the process elaborate to repeat with different trials. So I gave Daz To unity Bridge a try, was very impressed at first but then hit a snag with unsupported geograft morphs. So currently I'm back to the Diffeomorphic path.
Second step was texturing and I've had quite some fun creating Substances in Substance Designer (Pre Adobe version). I've exposed plenty of parameters in designer that can be accessed and changed at will in Unity at runtime, using script.
I still have to do hair, create a set of different prefabs, create substances, etc, but aside from time to invest into it I don't really see any major problems there.
Next would be animations and playing around with FinalIK and Puppeteer.
Let me know what you think!