Using and animating characters with morph targets without glitches?

Yeah had the same problem with glowing hair using hair shaders built from scratch. Once again a problem fixed by Epic once they released the full Paragon collection with a with a wonderful set of hair, skin and eye shaders the was easy to remap to the G3 frame work.

Example of the result.

Keep in mine that this is a proof of concept video and the fastest way of seeing if something is working is to make the character dance. :wink:

Interesting facts is all 4 characters are based on a single character framework and although needs more work the result was predictable as to a desired result including the removal of the unusual annoying smoothing group, glowing hair, and zombie eyes.

Close up of skin and eye shader as well as a base hair material

and just because I think itโ€™s cool

The โ€œtestโ€ was done using an raw 1-1 import including hair and the VO generated by using Motionbuilders and cluster shaping with zero tweaking except for fixing the zombie eye problem.

If you look close you can see that the jaw has a slight deforming issues but the cool thing is cluster shaping works on all of the characters as part of the framework. Keep in mind as well we been working on this design path for 5 years so have solved most of the annoyances and could just as easy fix the jaw problem in the base once more important requirements are taken care of.