Monday, September 19, 2011

Redesign

Flushing
  • record data -> temperature sensor 
    • as external temperature decreases, flushing increases
  • need the face to flush (most notable)
  • need a shader network 
    • can be done by hand -> time consuming 
    • build script to create shader 
      • how do we identify areas of flushing? user input 
    •  flushing handled by blend box 
      • 0 = no flushing, 1 = full flush 
    • keyframe blend value based on temperature input 
      • start -> initial decrease = 0
      • min point = 1 (default adjustable) 
Sweating 
  • record data, GSR sensor 
    • sweat increases with GSR value 
  • need sweat to drip down the face 
  • build particle system 
    • again, time consuming to do by hand
    • need 3 pieces 
      • face geometry 
      • emitter (scaled copy of face geometry - hidden)
      • outer bubble (scaled copy of emitter - hidden)
        • acts as boundary so particles don't drift too far
    • face geometry indentified by user selection 
    • amount of sweat controlled by emitter rate 0 -> infinite particles/second 
      • begin -> initial increase: rate = 0
      • max point: rate = 15 (default, adjustable) 

Possible Skin Deformation

Input: Organs + Blend Shapes, Body Geometry 
1. Determine width/height of organs 
    • circle deformers radius = 1/16 width 
    • positioned at x = 0, w/3, 2w/3, w 
    • and y = 0, h/7, 2h/7, 3h/7, 4h/7, 5h/7, 6h/7, h 
2. Locators to match circle deformers 
3. Snap locators to organs -> geometry constraints 
4. Snap circle deformers to body geometry (no constraint) 
5. Parent circle deformers to locators 
6. Wire deformer -> object: body geometry, deformers: circle 
7. Keyframe blend shapes from data 



1 comment:

  1. Remember the paper, flushing was not only just related to to temperature ... it was a combination of sensors.

    Also your post on ::KYLE:: is very nice with flushing the chest and back, and looks very nice... some of our visitors commented on this.
    We need to recreate similar ones for a female character.

    Rather then particles can we somehow use emmitters and attach proxy geometry as small sweat beads and some how more directly control the maya locators

    ReplyDelete