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    Algorithm for making "accessory" meshes fit on a morphable body mesh? Years ago, before Mixamo Fuse became part of Adobe, I online-rigged and downloaded basically every morph-target and accessory for a base body individually, so I would have all the resources needed to more or less recreate the editor inside Unreal Engine 4. The naked body mesh with all its morph targets was very simple. I just procedurally compared vertex by vertex (and also bone-transforms) of each morphed mesh to the base mesh to get the deltas. The problem is making the base-body accessories (like pants, shirts, hair, glasses etc) look good on a morphed body-mesh. I had some basic ideas, but they looked rather bad for the most part. I tried giving each accessory vertex the same total delta as its originally closest body vertex. Then I tried something similar except with whole triangles. I maintained each clothing vertex' original relative position on its closest body triangle, but that didn't really do either. Pants, shirts and things like that usually look almost acceptable, because the surface of torso and limbs stays rather flat and regular. What's worst is things like glasses and shoes that end up extremely warped with just a bit of body morphing, because there isn't any kind of "stiffness" for the accessories. Mapping vertices to vertices can't be the solution. The ideal solution would be the same algorithm that is running inside the Fuse 1.3 editor. It's still available on Steam: The accessory morphing is really fast and happens continually in real time as you morph the body. I could be wrong here, but it doesn't seem as if deltas for accessories are pre-mapped or otherwise pre-computed for a given morph-target. After all you would have to do an extreme amount of work when importing custom accessory meshes then. It rather looks like it's all done dynamically. But how?... https://ift.tt/eA8V8J

    Years ago, before Mixamo Fuse became part of Adobe, I online-rigged and downloaded basically every morph-target and accessory for a base body individually, so I would have all the resources needed to more or less recreate the editor inside Unreal Engine 4. The naked body mesh with all its morph targets was very simple. I just procedurally compared vertex by vertex (and also bone-transforms) of each morphed mesh to the base mesh to get the deltas. The problem is making the base-body accessories (like pants, shirts, hair, glasses etc) look good on a morphed body-mesh. I had some basic ideas, but they looked rather bad for the most part. I tried giving each accessory vertex the same total delta as its originally closest body vertex. Then I tried something similar except with whole triangles. I maintained each clothing vertex' original relative position on its closest body triangle, but that didn't really do either. Pants, shirts and things like that usually look almost acceptable, because the surface of torso and limbs stays rather flat and regular. What's worst is things like glasses and shoes that end up extremely warped with just a bit of body morphing, because there isn't any kind of "stiffness" for the accessories. Mapping vertices to vertices can't be the solution. The ideal solution would be the same algorithm that is running inside the Fuse 1.3 editor. It's still available on Steam: The accessory morphing is really fast and happens continually in real time as you morph the body. I could be wrong here, but it doesn't seem as if deltas for accessories are pre-mapped or otherwise pre-computed for a given morph-target. After all you would have to do an extreme amount of work when importing custom accessory meshes then. It rather looks like it's all done dynamically. But how?...

    from GameDev.net http://bit.ly/2JEVJBt

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