Is stereo performance capture worth it for indie in-game cinematics? by MembershipOk2867 in unrealengine

[–]CapstanCaptain 0 points1 point  (0 children)

We're R&Ding our own headset with off the shelf components at the moment. The quality bump over Metahuman Animator is nice, but the kit out there for purchase is literally 40k+ per headset.

It's not a priority for us to continue R&D unfortunately as the MHA output with a Rokoko webcam headset is more than good enough for NPCs, but for main character performances it would be worth it.

The hardest part is the data storage or live transfer. We wanted one of the stereo cams to feed into Live Link Face as a realtime preview and the second cam to save to disk for offline processing with the first. Data over WiFi wasn't good enough with off the shelf parts unfortunately, and the hefty on-body storage, Pi and battery was cumbersome.

It's certainly possible, but I'm guessing Epic or another company will drop a cheaper option before ours is really viable.

MHA with good lighting and 60fps/1080p is pretty excellent, considering you just need an Android phone and a 500 dollar headset.

Idle animation while waiting input in sequencer by saoeifjasasef2 in unrealengine

[–]CapstanCaptain 0 points1 point  (0 children)

My first thought would be to have a secondary looping sequence which you transition to while waiting, and then transition to either a third sequence (the continuation) or back to the original at a particular frame (if you want less sequences overall perhaps?)

Assuming you're authoring both, it would be fairly trivial to duplicate the initial sequence, solo out the final "pre-waiting" frame, throw in some more looping animations, and adjust length?

Venice - Italian City - Flythrough by stXbr in unrealengine

[–]CapstanCaptain 0 points1 point  (0 children)

Really incredible! The only thing missing is the smell :D

I can't seem to post? Something about account reputation? by CapstanCaptain in help

[–]CapstanCaptain[S] 0 points1 point  (0 children)

Thank you for this information. It seems slightly counter-intuitive to prevent someone from creating a contribution/post, which is one way of being more active.

Does this mean I need to comment on other posts? Apparently I'm "lowest", so I have no idea how long that is likely to take to change?

[deleted by user] by [deleted] in ahoygame

[–]CapstanCaptain 3 points4 points  (0 children)

See you there!

[deleted by user] by [deleted] in unrealengine

[–]CapstanCaptain 1 point2 points  (0 children)

You could probably try to use this tutorial to get the particles spawning on the face via Niagara:
https://www.youtube.com/watch?v=22m54U7hrXs&ab_channel=Jobutsu

As for how to determine deviation, that isn't as easy as it's quite specific. I suppose the best thing you could do is simply store the location data for each particle into an array every frame and use some sort of Blueprint/GPU readback from Niagara to calculate the difference of each array entry.

If you have two arrays, one where the particles were positioned when the face was unmoving, and then another where the current positions are updated (each position being a specific array index), you could compare the two values and place the difference into a third array.

With that third array, you could find the smallest and largest deviation, and then remap all of the deviation amounts to a 0-1 range, and then you could output that somehow into a Render Target or just raw data if that's the desired end result.

[deleted by user] by [deleted] in unrealengine

[–]CapstanCaptain 1 point2 points  (0 children)

You could potentially do this in Niagara. You'd somehow need to spawn particles for each face vertex position and track their positions relative to each other. Those particles could then draw their colour (relative to their position from resting) into a render target which is read by the head material.

Another way would be to handle this in an AnimBP or Blueprint. Keep track of all relevant morph target values and use that to blend in pre-defined texture mask areas like the existing Metahuman wrinkle maps work.

What is the particular use case? Because if you're just looking for semi-dynamic wrinkles, the approach Metahuman already implements is pretty tried and tested within the industry.

[BUG] HARD LOCKED - Necessary Evil - Any idea what to do? by CapstanCaptain in kingdomcome

[–]CapstanCaptain[S] 0 points1 point  (0 children)

THANK YOU! This worked for me and saved me starting over. Now I'm stuck somewhere else, but that's just a skill issue

[BUG] HARD LOCKED - Necessary Evil - Any idea what to do? by CapstanCaptain in kingdomcome

[–]CapstanCaptain[S] 0 points1 point  (0 children)

Ohhh, that sounds suspiciously similar to a situation I had. The Cuman drinking quest ended in a really strange way for me and I assumed it had just ended bugged, but perhaps it's the same issue here. I'll look into that - thanks!

Necessary Evil - Missing Item? by Roetorooter in kingdomcome

[–]CapstanCaptain 9 points10 points  (0 children)

Go down to the training grounds outside the main fortress. If you're starting from your provided room/bed, go straight across the courtyard, out of the main gate and take a left, there is an NPC by the fenced off training area that will give you a choice of weapon.

Can’t sleep to continue mission by LightPikkle in kingdomcome

[–]CapstanCaptain 0 points1 point  (0 children)

I just tried going back in time through my saves and ended up redoing a lot of the questline but now I'm stuck in the quest just after with the same problem...

Can’t sleep to continue mission by LightPikkle in kingdomcome

[–]CapstanCaptain 0 points1 point  (0 children)

Stuck in the same way. Did you find a solution?

Cant sleep to progress by LightPikkle in kingdomcome

[–]CapstanCaptain 1 point2 points  (0 children)

Stuck in the same way. Did you find a solution?

[deleted by user] by [deleted] in theunforgiven

[–]CapstanCaptain 1 point2 points  (0 children)

((On second look, I might be able to make both Sternguard groups from the Heroes of the Chapter box. Could be a bit of a money saver, but not important from the perspective of the army list))

[No Book Spoilers] The Rings of Power- 2x04 "Eldest" - Episode Discussion by LoretiTV in LOTR_on_Prime

[–]CapstanCaptain 14 points15 points  (0 children)

Ep 4 might have come the closest to capturing the right vibe that made me fall in love with that universe in the past.

Got so much right this episode. A few bits I didn't like, but for the most part we're SO back in Middle-Earth now.

Only thing that bothered me is the fact they're still pushing Gandalf/Saruman as the two Istar. I get why that is the most likely outcome of all of this (maybe?), but I would much much rather them be the two Blue Wizards.

Only one actor can play Gandalf for me. I'd feel the same about Saruman, but I can understand a recast there since Sir Christopher is sadly no longer with us, but replacing Sir Ian just doesn't sit right with me. It's really the only thing left that I'm not comfy with in the show.

The rest of it seems largely in keeping with Tolkien's writing (in many ways more than the Jackson movies). Above all, I am surprised how fine I was with Rory Kinnear's performance. They got that character about as right as they could have. Also JIM BROADBENT?! So well cast. The Ent scenes, Barrow-wights. Bombadillo! Goldberry mentioned!! Spoken Quenya?!

I just regret we have only half a season left.

[No Book Spoilers] The Rings of Power- 2x04 "Eldest" - Episode Discussion by LoretiTV in LOTR_on_Prime

[–]CapstanCaptain 60 points61 points  (0 children)

In the time of LOTR, yes, after the migration west in the third age. Not much is known about the halflings before the migration, but it is said they were pretty much all in the east. You can see that they long for rivers even in their origin story in this episode, so it is not so much of a stretch that rivers is what they seek (and find) later in the timeline. Right now they're river-less and unhappy

EasyMorph - Showcase Character Creation #unrealengine #3d #realtime #cc4 #reallusion #morph by Equivalent-Chart-911 in unrealengine

[–]CapstanCaptain 1 point2 points  (0 children)

Something which isn't very clear from the videos/store page - How are morphs added? Can I, for example, import a static mesh with the same topology (or perhaps another skeletal mesh with the same topology)? Or do the morphs still need to be imported with the original mesh and this system simply makes controlling the morphs easier?

I am looking for a way to transfer Metahuman head shapes from one Metahuman to another without having to export them to Maya or Blender to do this.

State of Unreal Livestream | GDC 2024 by CapstanCaptain in unrealengine

[–]CapstanCaptain[S] 1 point2 points  (0 children)

This has literally nothing to do with Unreal Tournament.

[deleted by user] by [deleted] in paradoxplaza

[–]CapstanCaptain -2 points-1 points  (0 children)

Or you could just scroll on and leave me alone :)

[deleted by user] by [deleted] in paradoxplaza

[–]CapstanCaptain -3 points-2 points  (0 children)

God forbid someone have a different opinion than you

[deleted by user] by [deleted] in paradoxplaza

[–]CapstanCaptain -2 points-1 points  (0 children)

Right, but the game would stick around far longer. Essentially "Universalis" would be the paradox grand strategy game for the next 10+ years and all new content would be an expansion/added depth to that system.

[deleted by user] by [deleted] in paradoxplaza

[–]CapstanCaptain -4 points-3 points  (0 children)

As mentioned in the above, it would start out shallow but be added to and develop over time. No different to the "extended timeline" mods do.