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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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five1mon

Dynamic face editor

3 posts in this topic

Hey
I'm prototyping an face editor where a "generic" mesh can be tweaked to resembles someones face. I have a database of the facial ratios of a number of people and the idea is that I should be able to input these values into the system and it should return a face that resembles that person.

I've started of simple by having meshes for the [color=#222222]extremes [/color]and then lerp between them; eg I have 2 meshes [color=#222222]thinnest [/color]nose and widest nose I know what value the mesh represent and then lerp between them with the value from the database. I'm a bit concerned if this approach will work when the feature set builds up. Say that a vertex on the cheek is affected by multiple features would it look good to do an accumulated blend between all the blend shapes? Performance is not an issue since the results can be baked. I would also like to know how this will affect facial animation.

Has anybody faced a [color=#222222]similar [/color]problem? How did you solved it? Is there any resources where I can read up? I'm not entirely sure what words to google.


Cheers
Simon
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They way this is typically done in comercial products is for the deltas of the morph targets to be stored relative to the starting point. This way, interpolation doesn't end up messing up the results, as everything instead is concatenative :)
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Doesn't mean they can't [url="http://img23.imageshack.us/img23/4020/hl22010071815465960.png"]backfire spectacularly[/url] [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

Unfortunately I'm not aware of any silver bullet solutions; AFAIK most games just avoid the problem by being really, really careful at asset authoring time and minimizing morph overlap.
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You may be interested to take a look at [url="http://www.makehuman.org/"]Makehuman[/url] morphing system. It is open source.
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