Morph Target/Charactor Creator Optimization

Hi Jagonet,

sure here are some pictures:
This is the ‘fat’ body blendshape set to different values (from 0 to 1)

and this is the ‘skinny’ body blendshape set to different values (from -0.2 to 1)

I currently do not blend between the normal maps and textures, so all body types use the same normal weight texture and normal maps. But so far, this does not bother me.

I combined this with different body height and clothing, all the upper and lower body clothes also have their own ‘fat’ and ‘skinny’ blendshapes that I set to the same value as the body.

Getting the body blendshape was a bit tricky since the metahuman bodies do not have the same vertex order, but I was able to compute a mapping from the normal body to the fat and skinny one, so I can now blend between them. For the clothes I always took the normal one and use an algorithm that I created in my own C++ application to transfer the deformation of the body (e.g. from normal to fat) to the cloth. Some cloth will still need some manual work in blender but for a first version it already works good so far. The main concern that I currently see is performance…

What I plan to add next:

  • more hairstyles
  • the face blendshapes that this thread is about
  • different skin textures
  • different skin colors
  • different skeletal base poses (e.g. x- or o-shaped legs, or a bent back)
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