I am trying to make a customisable character in Unreal engine, for this, i use a base mesh and i do 3d scan on people with a 3d system Sense scanner.
Like this with base mesh on the left and my scanned son on the right (same material …) https://owncloud.egeil.com/index.php/s/MPLWqr59IH2BObn
Question is, is there a way to perfectly match my scan to the basemesh pose ? as i intend to rig the base model and use the other wrap from scanned models to generate morph targets of the body as well as different heads on base mesh.
1 base mesh, 1 base pose, 1 base rig, different morphs target bodies and heads.
Off course this would require some kind of semi rigid alignement where you can align points from the scanned model to match the pose from the base mesh without loosing the volumes from the scan. For instense it would rigid align the shoulder point, elbow and wrist point of the scan to the base mesh, but would lightly scale the volume and length inbetween so it fit the base mesh arm.
Question is, is there a way to perfectly match my scan to the basemesh pose ?
It will be possible after release of auto-rigging feature. It will basically find bone positions inside the scan and bring the scan pose to the basemesh (for example A or T) pose.
as i intend to rig the base model and use the other wrap from scanned models to generate morph targets of the body as well as different heads on base mesh.
In next release (in a couple of days) there will be a nice tool called Replace. You can use it for head replacement.
Off course this would require some kind of semi rigid alignement where you can align points from the scanned model to match the pose from the base mesh without loosing the volumes from the scan. For instense it would rigid align the shoulder point, elbow and wrist point of the scan to the base mesh, but would lightly scale the volume and length inbetween so it fit the base mesh arm.
I think I see what you mean and I guess that the Replace node in Wrap 3.2 will suit for solving this task.
Please stay tuned for newsletters, I think we will release it on Monday.
It will be possible after release of auto-rigging feature. It will basically find bone positions inside the scan and bring the scan pose to the basemesh (for example A or T) pose.
Does this mean you’ll be able to import rigged characters soon? like FBX or collada for instance with skeletton and weights?
If so, I guess that would mean you could also maybe transfer weights from one character to another (similar to transfering textures) and thus make wrap basically an autorigger like Mixamo (by using a well skinned character as base and the new mesh as target).
I can already do something similar in Cinema4D with VAMP, I believe softimage had it too with gator (I’m not really sure about other packages), but that’d be sweet in wrap.
Yes, VAMP in cinema 4D is a “vertex map projection tool”.
So you can transfer joint weights, UV’s, Morphs (very useful), selections, vertex Maps and texture tags between objects with similar shapes but slighlty different topologies.
You pick a source and a Target, then you can choose to project as “nearest surface”, “nearest point”, “normal”, “source axis” or “target axis”.
When you have messed the point order of an object with morphs, it’s great, but it’s not always bulletproof.