![]() That somehow some of these systems were modular, real time, and blanket solutions that could widely improve the humanoid assets of most any team looking to utilize them. I was really hoping to read about some sort of custom physics system you guys had created to get this working in real time for hair, or some revolutionary toolkit that makes the animations generated for this humanoid capturable and applicable to other humanoids rigs when reading the behind the scenes setups. While this pipeline can generate fantastic cinematics, when you get down to it, you're probably better off making these stunning short clips in an environment built from the ground up for it like Maya and exporting a cinematic from there as your game's cinematic or ad.Ĭontrast this with Unreal already generating stunning, real-time vistas at such a quality level that Hollywood is adopting the engine into their pipeline for movies and shows that are already out, and this demo feels a little uninspired. Yes, the outside observer who doesn't know what a bake is might be blown away by the "hair physics" and "facial animations" but once you understand that it's essentially a flip book from an external 3d package and isn't feasible for mass content in most games because of the memory requirement and sheer manpower required to create it, the allure fades kinda quickly. If you've done system taxing, overnight bakes for large mesh animations or hair simulations, this isn't that exciting. The big difference between this and the Unreal stuff we got a year ago, is all of those bells and whistles were just so damned applicable to a great many people's pipelines, the raw "it just works" factor and technical payoff was so blatantly obvious. But maybe we look back on this as that short glimpse of how fantastic cinematic scenes can look in real time within a game engine, and how Unity built on this hand crafted segment and used it as a benchmark to build powerful, automated tools for realtime humanoid generation.Ĭlick to expand.While I appreciate the transparency, these aren't the sort of assets that are going get people excited about what sorts of fruits we can look forward to coming from these tech demos. Maybe this is something we look back on as another "blacksmith": Largely glitz and glamor. Or was this just flexing top tier animators and riggers with decades of experience in a medium that doesn't really translate to the real-time Unity engine? At the very least this demo shows the potential for Unity to be used as a platform to create INCREDIBLE cinematics with a few bells and whistles. The question is, will we get prebuilt, automated rigs that can automatically extract animated emotions from an MP3 audio files? or can we animate emotion by hand using simple sliders? Will we finally start getting automatic mouth animations based on parsed dialogue files? Even just giving character's realistic idle blending with eyes darting around a room, blinks, and subtle head motions based on points of interests nearby, would be a pretty big step in the right direction. ![]() Even knowing it's likely all smoke and mirrors, it's still incredible and a hell of a benchmark. I hope Unity is thinking about this from a developer perspective, "How can we develop ergonomic tools that we can build on over time to produce next level humanoid entities in our games?"Īll that said, absolutely amazing demo. ![]() it had all that facial capturing, all the voice lines, and all that production value just didn't really add up to a better game. A super indulgent clip with no backstory on the tools and no talk about getting this level of quality in an actual game. I mean, if I'm being cynical, this is kinda what you'd expect to see from Unity after bringing the Weta guys on. The hair is likely a non Realtime bake, but the skin shaders, the rigging, the animation are all so damned spectacular. I wasn't impressed when I heard Weta was picked up from Unity, but I gotta say after watching this video, I'm absolutely blown the (k away.
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