Results 1 to 10 of 47

Hybrid View

  1. #1
    Player
    LordMcMutton's Avatar
    Join Date
    Aug 2022
    Posts
    72
    Character
    Fightmaster Briggs
    World
    Ultros
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Arkdra View Post
    This doesn't strike me as feasible. Admittedly, I know very little in general about this sort of thing so someone with actual experience can correct me, but they added tons of new bones to the models in the graphics update. The new bones are going to be used to animate cutscenes, emotes, etc. so if they had the old rigs and new rigs split up, they'd have to do 2 different versions of every cutscene and emote to accommodate for this difference in what can be done with the brows, eyes, face, and tongue (which previously had no bones apparently but does now).
    From what I understand, they shifted to a method where they have a single basemesh for all heads, then use a technique called Shape Keys to 'morph' that base head into the races and their Face variations.

    The benefit of this method is that they only have to rig the face once, and it then is present for all of said variations, meaning that all they have to do is edit the existing Shape Keys, or add new Shape Keys. And since the issue is that the new morphs don't follow the original models closely enough, all they need to do is finesse them a bit more.
    (9)

  2. #2
    Player
    smashBG's Avatar
    Join Date
    May 2023
    Location
    Ul'dah
    Posts
    30
    Character
    Khulan Qerel
    World
    Marilith
    Main Class
    Dancer Lv 90
    Quote Originally Posted by LordMcMutton View Post
    From what I understand, they shifted to a method where they have a single basemesh for all heads, then use a technique called Shape Keys to 'morph' that base head into the races and their Face variations.

    The benefit of this method is that they only have to rig the face once, and it then is present for all of said variations, meaning that all they have to do is edit the existing Shape Keys, or add new Shape Keys. And since the issue is that the new morphs don't follow the original models closely enough, all they need to do is finesse them a bit more.
    This... makes a lot of sense, actually. If I'm not mistaken, this is how clothing is already handled. They don't make a separate mesh for each race, they make two or three for different body types (midlander, lalafell, sometimes highlander) and then use shape keys to tailor them to each race's specific proportions.

    Makes me wonder at the possibility of face sliders if/when the character creator receives an overhaul.
    (6)

  3. #3
    Player
    LordMcMutton's Avatar
    Join Date
    Aug 2022
    Posts
    72
    Character
    Fightmaster Briggs
    World
    Ultros
    Main Class
    Warrior Lv 90
    Quote Originally Posted by smashBG View Post
    This... makes a lot of sense, actually. If I'm not mistaken, this is how clothing is already handled. They don't make a separate mesh for each race, they make two or three for different body types (midlander, lalafell, sometimes highlander) and then use shape keys to tailor them to each race's specific proportions.

    Makes me wonder at the possibility of face sliders if/when the character creator receives an overhaul.
    Roegadyn, too!

    Face sliders are something I really hope we get at some point- basically every game with character creation face sliders in the past has been executed with Shape Keys, so the foundation is already there now
    (3)

  4. #4
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,033
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by smashBG View Post
    This... makes a lot of sense, actually. If I'm not mistaken, this is how clothing is already handled. They don't make a separate mesh for each race, they make two or three for different body types (midlander, lalafell, sometimes highlander) and then use shape keys to tailor them to each race's specific proportions.

    Makes me wonder at the possibility of face sliders if/when the character creator receives an overhaul.
    For the body and clothes they're not even using shapekeys as far as I know, female hyur, miqo'te, roegadyn, au ra, viera and elezen all just use the midlander body with different bone scaling applied.

    Shapekeys morph the model itself but they need to be done for every individual model since they have different amounts of polygons and vertices and shapekeys tend to break when the amount of them changes. This is why the face shapes don't look quite the same as they did before, they needed to remake the shapekeys for the new updated head models.

    Bone scaling on the other hand manipulates the skeleton underneath, it is more limited in what it can do (while still looking acceptable) but applies to all models rigged to said bones. It's how they make most races look different without having to create 17 different versions of the same armor, with bone scaling they only need to make a unique model for male roegadyn, female midlander, male midlander, male highlander (for some reason) and lalafell.

    As for the sliders, in 3D modeling programs the shapekeys are already a slider. Now I have no idea how the game handles those specifically, but my assumption is that it picks a fixed point on those sliders to use as the 4-5 customization options for every part of the face.
    (1)
    Last edited by Absurdity; 04-22-2024 at 12:00 PM.

  5. #5
    Player HollowedDoll's Avatar
    Join Date
    May 2021
    Location
    Wrongthinkway
    Posts
    594
    Character
    Tomboy Outback
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 2
    Quote Originally Posted by Absurdity View Post
    For the body and clothes they're not even using shapekeys as far as I know, female hyur, miqo'te, roegadyn, au ra, viera and elezen all just use the midlander body with different bone scaling applied.

    Shapekeys morph the model itself but they need to be done for every individual model since they have different amounts of polygons and vertices and shapekeys tend to break when the amount of them changes. This is why the face shapes don't look quite the same as they did before, they needed to remake the shapekeys for the new updated head models.

    Bone scaling on the other hand manipulates the skeleton underneath, it is more limited in what it can do (while still looking acceptable) but applies to all models rigged to said bones. It's how they make most races look different without having to create 17 different versions of the same armor, with bone scaling they only need to make a unique model for male roegadyn, female midlander, male midlander, male highlander (for some reason) and lalafell.

    As for the sliders, in 3D modeling programs the shapekeys are already a slider. Now I have no idea how the game handles those specifically, but my assumption is that it picks a fixed point on those sliders to use as the 4-5 customization options for every part of the face.
    From my understanding the new heads being able to morph into each other via shapekeys is a side effect of remaking the heads using the same base model and UV map rather than something that's actually being used in the end product.

    I've seen this practice in other recent games as well. As for actual shapekey usage in this game, from what I've read about this it's either 0 or 1, unlike say visemes in Unity, so it's mostly used to have a certain shape applied for reasons such as overlapping gear. It's noticable with hairs especially because a lot of them drastically change shape rather than just get masked out.

    I imagine faces are set up in a similar manner, whether they could turn these values into sliders is anyone's guess I suppose, but one would think if that was the case they would've done so already.
    (2)

  6. #6
    Player
    LordMcMutton's Avatar
    Join Date
    Aug 2022
    Posts
    72
    Character
    Fightmaster Briggs
    World
    Ultros
    Main Class
    Warrior Lv 90
    Quote Originally Posted by HollowedDoll View Post
    From my understanding the new heads being able to morph into each other via shapekeys is a side effect of remaking the heads using the same base model and UV map rather than something that's actually being used in the end product.

    I've seen this practice in other recent games as well. As for actual shapekey usage in this game, from what I've read about this it's either 0 or 1, unlike say visemes in Unity, so it's mostly used to have a certain shape applied for reasons such as overlapping gear. It's noticable with hairs especially because a lot of them drastically change shape rather than just get masked out.

    I imagine faces are set up in a similar manner, whether they could turn these values into sliders is anyone's guess I suppose, but one would think if that was the case they would've done so already.
    Rather than a side effect, that's generally the very reason to use the method- it's why it makes it easier, due to removing the need to recreate the UVs and rigging on each one.

    On whether or not they can implement sliders, it's possible for an older engine like theirs not to have the function to interact with shape keys. Looking at what we have now in terms of sliders:

    The Height and Tail sliders scale the armature, and the Musculature slider overlays a normal map, which leaves the Bust slider as the only possibility for knowing if it's implemented already- I can see that being either bones again, or shapekeys.
    (0)

  7. #7
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,033
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by HollowedDoll View Post
    From my understanding the new heads being able to morph into each other via shapekeys is a side effect of remaking the heads using the same base model and UV map rather than something that's actually being used in the end product.

    I've seen this practice in other recent games as well. As for actual shapekey usage in this game, from what I've read about this it's either 0 or 1, unlike say visemes in Unity, so it's mostly used to have a certain shape applied for reasons such as overlapping gear. It's noticable with hairs especially because a lot of them drastically change shape rather than just get masked out.

    I imagine faces are set up in a similar manner, whether they could turn these values into sliders is anyone's guess I suppose, but one would think if that was the case they would've done so already.
    It might be a side effect, yes, but it still required them to remake all the shapekeys for the different faces. The current retail faces already use shapekeys but they do not use the same base mesh.

    You are most likely correct about the shapekeys currently being binary though. The mouth for example has 3 different shapekeys, 1 for each option in the character creator with no active shapekey being the default mouth shape and 4th option.


    Quote Originally Posted by LordMcMutton View Post
    The Height and Tail sliders scale the armature, and the Musculature slider overlays a normal map, which leaves the Bust slider as the only possibility for knowing if it's implemented already- I can see that being either bones again, or shapekeys.
    At least right now all three, the height, tail length and bust size seem to all be done with bone scaling, the are no shapekeys on any of those meshes as far as one can see.
    (1)
    Last edited by Absurdity; 04-23-2024 at 04:59 PM.

  8. #8
    Player HollowedDoll's Avatar
    Join Date
    May 2021
    Location
    Wrongthinkway
    Posts
    594
    Character
    Tomboy Outback
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 2
    Quote Originally Posted by LordMcMutton View Post
    Rather than a side effect, that's generally the very reason to use the method- it's why it makes it easier, due to removing the need to recreate the UVs and rigging on each one.

    On whether or not they can implement sliders, it's possible for an older engine like theirs not to have the function to interact with shape keys. Looking at what we have now in terms of sliders:

    The Height and Tail sliders scale the armature, and the Musculature slider overlays a normal map, which leaves the Bust slider as the only possibility for knowing if it's implemented already- I can see that being either bones again, or shapekeys.
    Yeah I probably could've worded it better, what I mean is that it was a means to an end, not a beginning of some hyper customization of roe/au ra hybrid as some have suggested.


    Quote Originally Posted by Absurdity View Post
    It might be a side effect, yes, but it still required them to remake all the shapekeys for the different faces. The current retail faces already use shapekeys but they do not use the same base mesh.

    You are most likely correct about the shapekeys currently being binary though. The mouth for example has 3 different shapekeys, 1 for each option in the character creator with no active shapekey being the default mouth shape and 4th option.



    At least right now all three, the height, tail length and bust size seem to all be done with bone scaling, the are no shapekeys on any of those meshes as far as one can see.
    Tbh even if they chose a different way unless they kept the same models they would've had to remake the various shapekeys regardless, and I'm not saying there isn't difference on some of them but they have a much better track record with these than everything else that seemingly used very little to no references (eyes, eyebrows, eyelashes, lips, roe/viera nose) still they should be able to adjust these shapes further.
    (3)