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DarkBASIC Professional Discussion / Moving eyebrows in DBP?

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Ashir
19
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Joined: 3rd Sep 2006
Location: Caracas, Venezuela
Posted: 25th Sep 2013 04:25
Hi, it's possible to move a character eyebrow using Dark Basic Professional?.

Like in this video... but not sooo extreme.

If so, what should I need to do it? and where I could see and example?

Thanks.
chafari
Valued Member
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Joined: 2nd May 2006
Location: Canary Islands
Posted: 25th Sep 2013 10:35 Edited at: 25th Sep 2013 10:41
You have to play with vertexdata and move the vertex you need. Here you can see in this little example how to move vertex. It was better to use a plain, but we need Matrix1Utils . This is a quick way to do it but the best one is to add bones in any 3D program and animate bones in Dbpro, but if you want to use just Darkbasi Pro try this method.





I'm not a grumpy grandpa
Quel
17
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Joined: 13th Mar 2009
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Posted: 25th Sep 2013 23:38
I suspect you have an already animated face which you want to further animate from software with such interactive features. Am i right?

Vertexdata manipulation, of course.

You could write your very own morphing modifier like in 3d max or Maya, or any other software, and you could play around with the face manipulating simple percentages of different facial expressions.

But that's something nobody won't sit down for you and work out, out of pure love.

The code above you've been given is a good start to understand where to start from. Other than that, it's creativity and reading of the DB help files to hell.
Ashir
19
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Joined: 3rd Sep 2006
Location: Caracas, Venezuela
Posted: 25th Sep 2013 23:43
Hum... Interesting.

So you are telling me that eyebrows in video games like Silent Hill 3 are just... bones?!.

I never thought using bones in that way...

Thanks!
Chris Tate
DBPro Master
17
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Joined: 29th Aug 2008
Location: London, England
Posted: 25th Sep 2013 23:58 Edited at: 26th Sep 2013 00:02
Here is example of Charafi's bone recommendation; it is a screenshot of an early development of my character mesh with facial expression and transform bones.

They where initially designed to make each character look different using the same model; but it looks like I will use it for facial expressions aswell.

The eye on the right hand side was raised pretty barbarically with the two blue handles.

Do not get too excited; you can only run so many bones for close-ups; bones are CPU+GPU intensive, for this reason my characters far away will have no facial expressions.



Ashir
19
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Joined: 3rd Sep 2006
Location: Caracas, Venezuela
Posted: 26th Sep 2013 00:05
Very interesting!

Obviously you are not going to make a full facial expressions in game unless you are looking at your character's face all the time... like in Doom or Quake.

But, for a cutscene rendered in game it's a nice feature to have.
Chris Tate
DBPro Master
17
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Joined: 29th Aug 2008
Location: London, England
Posted: 26th Sep 2013 00:06
It depends; are you not looking at other characters facial expressions when you talk to them?

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