Smooth Adulthood (a failed experiment)

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Smooth Adulthood (a failed experiment)

Postby woodcat » Mon Sep 27, 2021 8:07 pm

Maybe someone will be interested…

An attempt was made to create a smooth character maturation and aging in the game. The game was supposed to be a life simulation game. Externally similar to the The Sims (The Sims 3). The game is developed on the Godot engine.

This is what I was able to accomplish. Here is the result of the animation assignment at 10 stages of aging (from 1 year to 25):
Image
0001-0110_6w.mkv File size: 1.46MB

Animation (02_01 walk) taken from cgspeed and a little bit finalized.
02_01.bvh File size: 254KB

The transition between stages is completely unacceptable:
Image

There are a total of 90 frames of growing up from 1 to 25 years old according to MH. Growing up is divided into 10 steps (stages).Each stage consists of: a central mesha with a rig to which the body is attached and two morphs - the initial (young) and the final (old).

For example:
Stage: 4
Frames: 25(morph)/30(mesh, rig)/35(morph)
Years: 3/4/5
Height: 0.785945 m/0.849867 m/0.927994 m

Stage: 5
Frames: 35(morph)/40(mesh, rig)/45(morph)
Years: 5/6/7
Height: 0.927994 m/1.00612 m/1.09845 m

Table with details in pdf.
stage_2.pdf
(50.89 KiB) Downloaded 6 times


The morphs of the end of one stage and the beginning of the next coincide.

morphs Stage 4/frame 35 = Stage 5/frame 35. But their rigs are different.

The thought is that the distortions will be negligible. And for the static pose it was exactly that:

Image
godot_exp_25_01.avi File size: 15.91MB

Growing up (changing stages) happens in an idle mode (rest or sleep) and is not sionally noticeable.

And it fell apart with the animation…

You can take a look at the Blender 2.93 file.
shape_transform_anim_separation_final_public.blend File size: 31.78MB

In theory, you can make stages for every step of growing up. But there are about 100 of them. And for each stage, then need to prescribe a variation of rig for different height and width of the shoulders/hips, arm and leg length (all where the skeleton changes) + about 1.4k target files for morphs. Unreal amount of work.

While I have no other ideas… :(
Curiosity killed the cat, but satisfaction brought it back.
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Re: Smooth Adulthood (a failed experiment)

Postby punkduck » Mon Sep 27, 2021 8:34 pm

oops. I answered with a PM. It happens because the shape keyed growth animation is bound to a skeleton which is not growing the same time. The armpit is above the skeleton and then the weight equation is flipped. (It is simply a distance algorithm afaik).

I tried to make a proposal by resizing the skeleton and not using morphs, because only 5-6 frames are used with one character (which results in 0.25 seconds). In this case the arms are not flipped.

The animation would be changed into 10 different characters and using the resize of the hip bone (parent bone for all others) to create the frames in between.
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Re: Smooth Adulthood (a failed experiment)

Postby woodcat » Mon Sep 27, 2021 11:09 pm

First of all, thank you very much for trying to resolve the issue.
punkduck wrote:I tried to make a proposal by resizing the skeleton

Scaling the skeleton along with the body is probably the solution. But I suppose it would create other problems in the animation. For example, the combination of interaction with objects will be broken: to sit somewhere a character, lie down or pick up an object, for this it is necessary all the time to monitor the current scale of the rig and correct the position and animation. And also need to take into account that in addition to age, there should be other modifiable parameters rig (height, length of arms/legs). And interacting with other characters with changing rig (such as hugs) turns into an impossible quest. :(
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