I wanted to show off a personal project I am working on. It’s a new method of getting realistic body deformation based on real-life anatomical muscular-skeletal functionality.
Long story short my rig uses no blendshapes (NO pose-space deformation) and automatic weightmapping. It’s still a work in progress but you can see a little preview here:
Right now I’m working on a method of making the easily customizable. Because it’s highly anatomically accurate, transferring it from one character to another will require the rigger to have a profound level of anatomical knowledge (medical level). My aim is to make the process as easy as just moving a bunch of points around.
Yes. It uses general weight maps with linear skinning, so no fancy tricks just a new rigging method. It works with Dual Quaternion too but some programs don’t support it. There is a slight difference between Linear and Dual Quaternion but it’s unnoticeable to the untrained eye.
Here you can see no geometry clipping when the arm is down. This is a side-effect of the rigging method which proves very useful when combined with cloth simulation:
Yes, a lot of extra bones (like 4 digits). I’m testing it out first in Daz Studio and it works in real-time with no issues. Once I create a definitive version I will convert it to Unreal to see how it holds up. There’s no similar rig out there I could compare it with so I can’t really predict how it will run in a game engine until the work is completed. Fingers crossed.