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Spaceship Pilot (MakeHuman rendered with my graphics library

PostPosted: Tue Feb 25, 2014 2:37 pm
by yousry
Based on a MakeHuman model, makeWalk and the Maiko tutorial I created a spaceship pilot for my upcoming game.

Here is a very short demo of a mocap playback: http://www.yousry.de/yagl-body-dynamic-test/

The demo currently runs on ArchLinux/OS X with OpenGL 4.1+
In addition to the Maiko tutorial, I added some sculpting and texture maps: http://www.yousry.de/human-pilot-update/.
(Mission-stickers are added during game-play.)

In the demo I used deferred rendering for surface scattering and HDR lighting.

I still have to animate the hands. Here is an earlier hand/arm example with IK/FK animation: http://www.yousry.de/self-awareness/

If you are interested here is a concept of the (human) spaceship: http://www.yousry.de/iss-flyby/.
(The ISS model is available from the NASA home page and I'm using physically based rendering for the materials. The Earth consists of a height- tessellated sphere and a streamed GigaBit texture.)

In a later demo I added depth-field rendering and ray-tracing: http://www.yousry.de/realtime-raytracing-with-surface-scattering/

Thank you very much for the cool tools you created in the MakeHuman project.

Re: Spaceship Pilot (MakeHuman rendered with my graphics lib

PostPosted: Tue Feb 25, 2014 4:15 pm
by duststorm
Very cool experiments! :)
I had already seen a few of them as I took a peek on your website before, but the human animation demo is a very nice addition.

What animation techniques are you using? "Arbitrary body structures can be used without any configurations" Does this mean that your model is not rigged explicitly and that the engine automatically assigns some kind of rig, eg using some form of auto weighting (eg the technique used by blender, or something like explained on the wolfire blog)?

Also are you using some form of animation blending? Perhaps even sample based animation?

What other animation techniques are you perhaps using? IK?

Did you use the blender mocap scripts that came with MakeHuman?

Re: Spaceship Pilot (MakeHuman rendered with my graphics lib

PostPosted: Tue Feb 25, 2014 7:30 pm
by Manuel
Very nice.
This one remember a bit "2001: A Space Odyssey" :)
http://www.yousry.de/iss-flyby/
Please check your PM box.

Re: Spaceship Pilot (MakeHuman rendered with my graphics lib

PostPosted: Wed Feb 26, 2014 12:02 pm
by yousry
What animation techniques are you using? "Arbitrary body structures can be used without any configurations" Does this mean that your model is not rigged explicitly and that the engine automatically assigns some kind of rig, eg using some form of auto weighting (eg the technique used by blender, or something like explained on the wolfire blog)?


I’m using (dual) quaternion-arrays for the model animation. A skin of a rig defines the weight (influence) of quaternions onto vertices. Besides of constant weights, it is also possible to use acceleration functions.
Rigs are imported and not generated. I called rigs in this case, "body structures" because bones and dependency graphs are optional (and the term rig is probably misleading). The process is insofar configuration free, that any matching rig is automatically assigned. (They are used identical to rigid body objects).

Also are you using some form of animation blending? Perhaps even sample based animation?


I’m using several different blending functions between animation-macros and cycles. I can also mix different animation macros on the fly. I don’t exactly now how sample based animation works.

What other animation techniques are you perhaps using? IK?


I experimented with n-link and ccd. But I never needed IK and they gather dust somewhere in a git branch.

Did you use the blender mocap scripts that came with MakeHuman?


Yes. They are very helpful to adjust the raw data.

Thank you for your questions and suggestions.