Creating a character for VR
Grant Gavis, novice Starcheologist, works for A.R.C.H.S. ( Otherwise known as the Archeological Recording of Cosmic History Society ). His character is meant to be the embodiment of a young, curious adventurer that spends his time exploring the galaxy finding its lost wonders. If the world of RuinWaker is analogous to Star Wars, Grant is this worlds Indiana Jones.
I wanted to make sure Grant had the strong facial characteristics of a hero type. It was about finding a balance between the proportions of his face, while also keeping in mind how sharp or how smooth other sections should be. Here we have an early blocking I sculpted with Quill that I then used to make the rough topology of in Maya. Still far from where it needed to be in these images, but it was definitely getting closer a lot quicker than in previous projects due to this adjustment in workflow.
Grant went through many different iterations to get to where he is now, and will probably go through 1 more once we update to the Full Body 4.0 System in RuinWaker. But in these early versions we were able to see where he compared to the world style early on, what was working, and what wasn't.
There were still problems with his face, the anatomy was cartoony but needed work, and the structure overall fixes across the board. From his Knee's being too low, to too simplified shapes, he wasn't working as a character.
This Version 1.0 also taught me I needed to be more precise in how to look at specific aspects of the character, which I then proceeded to adjust as newer versions came into play.
I spent more time on both ends of working with the character. I was concepting new ways to layer and build him with both function and form in mind, while also salvaging what was working and tweaking it so it was better.
This led to a new jumpsuit, the underlying base to an A.R.C.H.S. Starcheologist, alongside a new vest and belt combination that felt better both aesthetically and functionally with features being coded into the game.
All the small changes added up to this 2.0 Version, and it was a big jump for Grant.
The way we have been implementing hands in RuinWaker has been by spawning them in as their own actors with sub-functions for grabbing. This is important to note for the character as it made it easier to accomplish an early goal of being able to toggle on or off full body, ( While keeping the hands for players use ) but ultimately made it harder to work with a full body character.
This is why there are several Version 3.0 subsets. Some are used for cinematics rigs, others were test between integrating hands into the full body. The current in game build of the body is 3.4, Which still spawns in the hands, but had changes made bone and weight paint wise to help with dynamic animations with Standable FBE.
Standable FBE ( Full Body Estimation ) is a software extension that enables accurate fully body motion with just a VR headset and controllers. No camera or external hardware required.
Standable works by using the relative transforms and rotations of the headset, controllers, and floor position to calculate simulated full body trackers, which in turn can be used to drive the bodies IKs. The RuinWaker Demo uses a pre - Version 1 build of Standable natively, but will be updated to the 2.0 once it launches. Standable 2.0, alongside a final rebuild with Body 4.0 will be the final large iteration with Grant.