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