Request to allow Softbody Physics on character's skin -influenced areas are to determined by weight map painting
I've already talked with support about this and was informed that the only way this is currently possible is to export the character as an FBX with animations then import into 3DXchange as a prop ( do not characterize it).
This is ok unless you want to see real-time action such as using mocap or the puppet tools.
I envision body flab jiggles after each stomp or impact, all jiggle areas are defined by the weight map. Spring joints are ok but take a lot of time to setup and fine tune and because you're applying the effect to a whole joint may not offer the same realism.
A pair of Lungs could include various animations for types of breathing: Rapid, calm, inhale/exhale, Fear=anim mix to look random and dying -slows down to nothing, Resurrection -from nothing to a normal pulse .
A heart -could also include most anim types as above.
Veins - Could include similar as above.
It would be cool to have scripts to attach to objects to trigger an animation type as well. For example Character 1 moves hand and directs a gun at character 2 and triggers rapid breathing.. as soon as the gun is lowered the breathing becomes normal. -things to speed up and automate the process.
Another update to what you be possible: If there is a threshold where the skin breaks from either inside or outside things like gunshot damage or a medical operation with a cavity added with organs etc would be pretty decent. We know the skin can already break, usually this is by adding the wrong weight map to the object/character.. maybe all what is needed is a copy of the weightmap that the soft body skin would use and make it real time weight map solver that can add other height maps as a mask (think shock wave gun hitting a body part in a water ripple effect) or bake procedural height maps to be added as height map animations.
I've also made this request to a a developer on Unity (Obi develops assets that use Particle Based Physics (Cloth, Rope, Fluid, Soft Body) and is from my understanding the only one that has made a real time softbody physics asset on the Unity asset store. I'm hoping there could be an ideal pipeline between them both and with it an explosion of possibilities.
With Softbody physics real-time flawless facial expression may be possible via webcam to small height map videos and later could be used to bake perfect morphs or just work off the video clips. It was a vague idea in the back of my mind for a while and I just realized how it might work. If height-maps were used to only change the surface direction in X & Y rather than to push out in Z. The camera plugin would likely need a filter to convert if it doesn't have depth capabilities. I think the mocap plugin would have a default height map that has vertices pinned to initially and when the lighter areas of the height maps move/change due to a facial expression the vertices follow.
There are many products that can convert a Color texture to a height map based on luminance values, so perhaps a video filter could do this easily.
Detailed description: imagine an impact or stomp that created a shockwave throughout the body fat.. ape pounding chest or simply pressure being applied to the body such as a poke or squeeze and what about skydiving or a dog with its head out the window for air -it would be great to see wind turbulence and amplitude etc against the skin. What about pinching the skin/pulling on it? -this all could be possible. Characters are currently static/lifeless. It could be interesting to be able to put animated objects inside a person representing a heart/veins or lungs that automate physical movement from under the skin.. or how about a creature wiggling inside?? Hand prints pushing out from inside? This opens up a huge door.
Please vote for this if you like the idea.
You are going to edit a submitted issue. This issue will be changed to private draft mode until you click submit again. Are you sure?