Cyber Tower

3d HDRP girl character
Cyber Tower 3.0

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
9. Morph Combiner

1. Overview

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

  • 18 skins;
  • Handmade smiles set variety;
  • 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;
  • form fitting skirt as 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;
  • hat.

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 'HDRenderMediumQuality+' 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 'HDRenderMediumQuality+' from CyberTower/Settings to Scriptable Render Pipeline Settings slot
C. issues:
  • green (alien-like) skin? - scroll through current skin material and find 'FIX' button - click it;
  • darkness in demo scene? - increase light source intensity.

4. Speech Reconstruction

Where?: girl prefab > GIRL G2 > Bip001 > Bip001 Pelvis > Bip001 Spine > Bip001 Spine1 > Bip001 Neck > Bip001 Head > CTMorphCombiner (script)
To do: May be useful for creating lip-speech using keyframe based animation (directly in Unity).

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, 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).
  • CTFaceExpres (script) and CTMorphCombiner (script) may be overlapped. Just click 'break oral', 'break ophtalmic' or 'break common' (CTFaceExpres (script)) to prevent.
CTFaceExpres (script):
  • Use Speech Speed slider to control speech reconstruction speed: -1....0.....1;
  • Use Stop Oral etc. on Speech to stop automatic face expressions on speech reconstruction.

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
params:
  • Power - normal power = 40;
  • Frequency - normal frequency = 0.7f;

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 'animation follow' to enable mode head follows animation data;
  • tick 'random enabled' to enable random eyes direction;
  • untick 'random enabled' for direct watching (eyes always watch to 'hand set target' GameObject. Use 'hand set target' (move to any position, parent-unparent) GameObject to enable mode eyes look to specified target);
  • tick 'drop to main camera' to enable mode eyes look to your main camera;
  • 'hand set 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);
  • RandomSphereMP - virtual sphere radius for random looking scatter (in meters);
  • Zero Eyes - small value for default close-like state for eyelids (use max value = 9);

Notes:
'EyesMoveDummy' GameObject is a service GameObject, always follows for 'hand set 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
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).

Where?: girl prefab > GIRL G2 > Bip001 > Bip001 Pelvis > Bip001 Spine > Bip001 Spine1 > Bip001 Neck > Bip001 Head >Bip001 Leye > CamEyeGetLuma > CTGetLumaAdjIris (script)
To do:
Eye pupil are sensitive to light intensity
params:
  • Change Speed - size update speed of eye pupil;
  • Full Percent - threshold for eye pupil reaction. Default value = 0.2 ~= 300 intensity of light source. If you using Exposure Control (Edit > Project Settings > HDRP Default Settings > Lighting > Exposure Control) then you should adjust 'Full Percent' manually;
  • Super Sguint Thrs - threshold for eye pupil reaction for very bright light sources - to squint.

9. Morph Combiner

Where?: girl prefab > GIRL G2 > Bip001 > Bip001 Pelvis > Bip001 Spine > Bip001 Spine1 > Bip001 Neck > Bip001 Head > CTMorphCombiner (script)
To do:
Primary Face Expression Controller
params:
  • Use intuitive params for making face expressions, animations and speech reconstructions via keyframes directly in Unity;
  • Most sliders works properly only in Play mode.