Using and animating characters with morph targets without glitches?

I meant that the skin usually uses a specific shader.

To be honest, partly because what I had needed more work, and partly because I wanted something even better, I ended up re-making and splitting my character from near 0.
this means I have to re-go through the whole setup again as well as adjusting the animations since I modified the skeleton a lot.
I actually have to figure out how I want to assign the twist bone paint right now. And after that I’ll be packing in a couple of automated morphs to handle the elbow bend and the armpit.

To be clear, my mesh is split into sections. The arms are individualized and they dip inside the chest mesh so that there isn’t any real excessive stretching occuring, and the armpit is essentially an illusion given by the combining of the 2 geometry pieces. The morphs will take care of the Zfighting by moving parts in or out depending on the pose.
Also the shading won’t matter since the pits aren’t shaved fresh, in fact maybe I can even hide it more with a pointless use of the hair simulation XD

With that said, the material(s) used to be set up as per the DigitalHuman sample project.
With an import of the previous version of the model from a .24 project, pretty much nothing works right.
The hair is glowing in the directional light like a Christmas tree.
The skin does get odd and rather very pronounced shadows when the directional light dips past a certain angle (sun is setting but realiatically it’s a winter’s 4pm when sundown would come at 6pm, no reason the shadows have to be so dark).

The eye adaptation is blasting a -4 on the scene or some crazy number like that (the max you would normally get was a -2 or so with the same scene/level in .24).

The landscape shadows and grass shading are foobar just as much with the same light angle.
Its literally as if the engine is modifying the shadow casting bias based on the angle or something equally silly.

ANYWAY. Major setbacks aside.
the material itself which now opened is set as surface, opaque. With the special sub surface profile. In this case called SSP_twinblast_skin_bust.
there are no other special settings. But my material node network was heavily modified compared to what you got form the digital human base.

I think the blendanglecorrectednormals material function does most of the needed adjusting work for the shadowing.
in essence it takes care of blending the micro normal to the actual normals - basically from overall to pore detail.
but the process of that also ajusts the overall normal map, which in turn does contribute to adjusting shadows somewhat. You may want to try and just lift the material from that project to give it a try.

Obviously though, if detail lighting looks bad and/or a simple color material with nothing else shades incorrectly, then the only thing we can do Now is build the latest preview of the engine to see if the introduced bugs are resolved.

Luckily yet very unluckily for me, I have to adjust and re-import around 200 animations, so, I’ll ptobably be busy with that until the next .2 release… :stuck_out_tongue: