Cyber Tower

3d HDRP girl character
Cyber Tower 2.4 (Cyber Girl)

Обработка видео...

Contents:

1. Overview
2. Scripts
3. Setup
4. Speech Reconstruction
5. Face Expression
6. Breath simulation
7. Eyes direction
8. Eyes and Light

1. Overview

Cyber Tower contains HDRP Mecanim ready girl character (without animations). Includes:

  • 35 skins;
  • sensitive to light eye pupil;
  • lips 'glue-like' effect;
  • speech phonemes for making lips-speech directly in Unity (by keyframes, like animator do);
  • muscle, soft tissues tremble, tension, flexing;
  • 2 types of skirt (free & formfitting) - separate skinned mesh;
  • eyes direction system inculding eye morphs for realistic correcting of eyes weight table (handmade morphs);
  • eyes blinking system;
  • eye micromotion system for realistic gaze simulation;
  • morph system for smile and some face expression simulations (handmade morphs);
  • speech phonemes for reproducing conversational facial expressions - skin, tongue, teeth (handmade morphs);
  • morph system for realistic muscle flexing simulation of limbs (controlled by scripts depending of bones angle) (handmade morphs);
  • breathing simulation (chest movement);
  • skirt morph system repeating thigh position (fitting cloth);
  • some makeups;
  • some hair styles;
  • neon glasses;
  • space helmet.

2. Scripts

Most features and scripts works in automatic mode and doesn't require any configuration. You will see: 'non customizable scripts'.

3. Setup

A. to empty 3d template (not HDRP template):
1. import package to empty project
2. open Window > Packge Manager
3. install HDRP
4. open Edit > Project Settings > Graphics
5. assign 'HDRenderPielineAsset' from CyberTower/Settings to Scriptable Render Pipeline Settings slot
6. enable Linear color space (Edit > Project Settings > Player > Other settings)
7. (optional) restart Unity editor
B. to HDRP template
1. import package
2. assign 'HDRenderPielineAsset' from CyberTower/Settings to Scriptable Render Pipeline Settings slot

4. Speech Reconstruction

Where?: girl prefab > GIRL G2 > Bip001 > Bip001 Pelvis > Bip001 Spine > Bip001 Spine1 > Bip001 Neck > Bip001 Head > CTMorphCombiner (script)
To do: You can create any lip speech using keyframe based animation (directly in Unity). See example:
Cyber Tower [making speech]

Обработка видео...

5. Face Expression

Where?: girl prefab > GIRL G2 > Bip001 > Bip001 Pelvis > Bip001 Spine > Bip001 Spine1 > Bip001 Neck > Bip001 Head > CTMorphCombiner (script) or CTFaceExpres (script)
To do:
  • You can add some dramatic expression for face. For example: smiles, adjust lashes size, nails, to squint etc. See CTMorphCombiner (script) sliders.
  • You can make some automatic face expression via CTFaceExpres (script). Just add morph name from CTMorphCombiner (script) to one of face expression groups: Oral, Ophtalmic or Common (also you can use built-in settings).

6. Breath simulation

Where?: girl prefab > GIRL G2 > Bip001 > Bip001 Pelvis > Bip001 Spine > Bip001 Spine1 > Bip001 Neck > Bip001 Head > CTBreath (script)
To do:
  • Power 1 breath chest and tummy
  • Power 2 simulates only tummy

7. Eyes direction

Where?: girl prefab > GIRL G2 > Bip001 > Bip001 Pelvis > Bip001 Spine > Bip001 Spine1 > Bip001 Neck > Bip001 Head > Bip001 Leye > CTEyeController (script)
To do:
  • tick 'random enabled' for random eyes direction;
  • untick 'random enabled' for direct watching (eyes always watch on 'watch target' GameObject. Use 'watch target' (move to any position, parent-unparent) GameObject for targeted eyes direction);
  • 'watch target' GameObject stored in: girl prefab > GIRL G2 > Bip001 > Bip001 Pelvis > Bip001 Spine > Bip001 Spine1 > Bip001 Neck > Bip001 Head
params:
  • Start Watch Distance - start distance for 'watch target' GameObject (in meters);
  • RandomMinTime, RandomMaxTime - low-high values for eyes random position changing frequency;
  • BlinkOnMotionAngle - trigger point for eyes blink on eyes position changing (in degrees);
  • MicroMotionAmplitude - random micromotion eyes movement (higher values = more effect);
  • SmallBlinkPercent - half-like blink probability (in percent).
Notes:
'EyesMoveDummy' GameObject is a service GameObject, always follows for 'watch target'.
'leye st pos' GameObject is a service GameObject, stored first eyes position. In case eyes rotation angle exceeds normal behaviour.

8. Eyes and Light

Where?: girl prefab > GIRL G2 > Bip001 > Bip001 Pelvis > Bip001 Spine > Bip001 Spine1 > Bip001 Neck > Bip001 Head > Bip001 Leye > CTEyeMicro (script)
To do:
To squint, to frown and eye pupil are sensitive to light intensity and color
params:
  • GetEyeLightEnable - enable 'to squint' and 'to frown' by light;
  • SquintMin, SquintMax - low-high values for 'to squint' value (in percents);
  • FrownMin, FrownMax - low-high values for 'to frown' value (in percents);

to be continued..