Vertex color for WPO character deformation?

cpenny20
Sat, 20 Nov 2021 22:38:01 +0000
Rendering

Hello!

I have sculpted a deformation mesh from my main character mesh, baked the vertex positions into the vertex colors of the character mesh, and am feeding it into the WPO input. I am trying to create a material that lets me blend between the two, like a morph target.
I have a working version of this material in Lens Studio (another piece of software with a material graph), so I know in theory, it should work in Unreal. But as I try to construct the same material in Unreal, it doesn’t work. Here is a look at my basic setup, and a gif of what happens when I apply this material. (Note that the character mesh now also appears about 20 ft tall.)

After the vertex color node, I’m normalizing the value range and recombining it before adding it to the pre-skinned local position. In Lens Studio, where this material is working, it’s using a node called Surface Position. I assumed this was the equivalent, but when I plug in pre-skinned local position, it seems as though my character mesh is getting double transforms (offset from his pivot the more he moves away from 0) and blows him way up to a giant. I’ve tried skipping over the part where I normalize these values, and plugged the RGBA directly into add, and the result is the same. I’ve tried a selection of other nodes in place of pre-skinned local material, with different results, but nothing that shows my deformation mesh at all, and is consistently broken and incorrect.

Any ideas? Thank you!!

5 posts - 4 participants