Unity Make Them Real [Development Thread]

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Hi! I am creating Make Them Real, a character creator with the possibility of making loop animations.
I leave you some special functions that I have programmed:



Visual morphing for a more interactive way to modify characters

VisualMorphing.gif


Free deformation tools for details that are not possible with preset

FreeDeform.gif

Complete Pose and Animation Tool (With save and load functions)
AnimationAndPenetration.gif

Complete body physics (Configurable)

Physics.gif
List of mechanics for now:
-Visual morphing (Multi-thread).​
-FreeDeform tools (Multi-thread).​
-Subsurface scattering shader for the skin.​
-Save/Load character byte based for performance (With thumbnails).​
-Strand based physical hair system, unity tech, running on gpu (When I have some support I will add card based hair for better performance too).​
-Free camera (FOV configurable).​
-Simple shader editor (Color, gloss, bumps).​
-Timeline animation system (Can pose a char, copy the pose to other, animated, save, load etc).​
-Simple auto penetration system ( No physical deformation for now, gpu based).​
-Complete character physics. (Configurable with mass, tension, weight mapping. RigidBody and Particle based Softbody(Multi-Thread)).​
-Precise convex collisions created in runtime depend on each character.​
-Inverse kinematic system for easy posing.​
-Simple UI(Im not very good at this, so in the future maybe a change for a better looking one)​


Future plans (a lot are already in programming stage):

-Mesh more performant and of my own design.
-Custom Skin creator.
-Cloth importer and skinner
-More free deform tools.
-Scenario creator (With obj importer).
-More pose control (Face rig, fingers, etc)
-Physics deformation for the penetration system.
-Pass the multi-thread code to the gpu.


Game Thread = Make Them Real
 
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Its possible to create a futa character?
Yes, all bodies are androgenic. And you can select any genitalia you want (Male, female, or both). And give them more masculine or feminine characteristics. For example a more masculine body with female genitalia and boobs for example, or a complete masculine with both things.
If you look at the first animation, in the upper left corner of the menu there is a Slider to change the body style proportionally, the genitals are chosen prior to that screen
 
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Saki_Sliz

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Complete Pose and Animation Tool (With save and load functions)
AnimationAndPenetration.gif


-Visual morphing (Multi-thread).
-FreeDeform tools (Multi-thread).
That's! Awesome! Incredible work!

I'd be interested to learn how your animation control system works, how the different icons seem to either control the pose, or indicate current position.

I'm more into cartoon, stylized characters, and I've had to use daz and blender and go as far as make things from scratch (custom mesh, custom control rigs). While I am amazing you worked on a project as intensive as a character editor and animator, I don't think I'll make much use of it just due to my current workflow.

What I would be interested to see is, something I would pay money for if the project keeps growing and you're trying to get more people to make use of your project/product, is if you program can export an FBX (hard to export corrective shape keys (if you are using them) unless they get baked in), or more prefferably, a unity object (gameObject, asset, etc).

The reason being is so that if your character creator, tools, and or animator stands out enough that someone wants to use it in their workflow, then that someone needs someway to get the results out and into another system to integrate the results with the rest of the work flow. I myself have been developing a workflow for character and animation creation for unity, just simple stuff, nothing with a editor or inspector.
 

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That's! Awesome! Incredible work!

I'd be interested to learn how your animation control system works, how the different icons seem to either control the pose, or indicate current position.

I'm more into cartoon, stylized characters, and I've had to use daz and blender and go as far as make things from scratch (custom mesh, custom control rigs). While I am amazing you worked on a project as intensive as a character editor and animator, I don't think I'll make much use of it just due to my current workflow.

What I would be interested to see is, something I would pay money for if the project keeps growing and you're trying to get more people to make use of your project/product, is if you program can export an FBX (hard to export corrective shape keys (if you are using them) unless they get baked in), or more prefferably, a unity object (gameObject, asset, etc).

The reason being is so that if your character creator, tools, and or animator stands out enough that someone wants to use it in their workflow, then that someone needs someway to get the results out and into another system to integrate the results with the rest of the work flow. I myself have been developing a workflow for character and animation creation for unity, just simple stuff, nothing with a editor or inspector.


Thanks a lot! There is a lot of work, research and testing behind it. Maybe tomorrow I will post the alpha version (it is already ready and compiled), there is still a long way to go before it is exactly what I want, but it is a start.

About your questions:

-The icons control the movement of each part, the hand icon controls the entire movement of the arm with inverse kinematic. Others for the legs, hips, chest, and another where the head is looking. Where you place them will be that part, for example if you put the hand icon above the bed, the hand will always want to be in that place

-Pose/Animation: Once you have the icons where you want, you can leave them in that position so that another character can interact with them using physics. Or you can also create a loop animation, record three positions and rotations. You press play, and the game will only interpolate the rest of the positions fluidly and you can adjust the speed, but despite this it will still have physical responses (Being pushed by another character for example)

-Import/Expot: I already programmed a character importer so that you can put the character you want into the game and animate it, or play with it for example, but I don't know if I will integrate it in the future because I would have to program a system very well to control what they import, and that it is permitted content.
Exporting, on the other hand, is much easier, the character creator by default is creating a totally new mesh without morphing and with new weights. That is why it was necessary to create a special byte-based saving and loading system, which is super fast in loading thousands of positions and characteristics, and not simple values like most: BreastSize = 100f, ButtSize = 30f. In addition to this, it is also prepared to store new textures when I program the skin creator. But for me to implement it I have to first design my own copyright-free mesh (it's going to take a while)

The answer is a bit long, but there is a lot of passion put into the systems and I like to explain them lol.
 
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How hard would it be to integrate your system onto an open world game ?
Do you mean the character creator? nothing difficult, the idea is to gather enough tools with this creator/simulator so that they can later be integrated into a complete game with a story, or whatever idea you have at the moment
 

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-I just added a configuration file (To modify the resolutions in case you accidentally accept one, or have menu problems)

-And also penetration to the mouth, with a simple script to open it depending on the penetration

unknown_2023.09.14-19.30_1.gif
 

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More things added for the next update:


-Improve the skin shader.

-The Ik positioning system has been improved (double clicking is no longer necessary, thus avoiding involuntary movements).

-Added some sounds

-The timeline system now shows where a keyframe was saved (so it can be deleted or modified)

-Added several poses and pre-saved animations.

-Added several sex toys (with autopenetration, and transparency/xray)

-The weekend surely im gonna improve the visual morphing system and do some video tutorials.



stoy.gif
 

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Changelog v0.03:

  • New main menu
  • Character preview of saved characters and the ability to edit them from the main menu.
  • Key combination for windowed mode (Alt + Enter or dedicated key on each keyboard)
  • IK parenting; now you can anchor any IK target to a desired body part (either your own or another character's).
  • Mouse sensitivity for both camera modes (automatically saved in the game's internal preferences).
  • Function to move or delete props in the scene (for the future scene creator).
  • Camera configuration in the play scene (Orbit, fly, and sensitivity).
  • 4 new hairstyles (super simple, but to add a bit more content).
  • The terms of service pop-up now saves its state; you only need to accept it once.
  • Some unused options were removed, and some placeholders were added for future updates.
Currently working on:

  • OBJ importer (for the scene creator).
  • First-person camera with hand and hip handling, as well as procedural walking.
  • New IK system
  • Mesh attachment (for genitals or for imported OBJ files).
 
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Saki_Sliz

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as well as procedural walking.
Interesting. That's something that always bugged me with daz, blender, most 3D programs. you work with animations rather raw, and even though blender and similar program have Non Linear Animation systems, they don't really have a simple high level abstraction for character animation system, like how video games and their animation controller.

I think I remember way back thinking up cool ideas like making custom 3D programs like what you are doing, simply to add features like these. I'd be interested how you'd go about implementing 'procedural' walking, and what the balance between control vs automatic is. I have my own ideas for this of course, but that would be for something like 3rd person or wanting to make cut scenes, where lots of control is desired, but since you menited it with the First-person camera, I imagine control and details aren't as important since you wont see most of the body, basic animations will work, and anything procedural will just make it that much better.
 
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60Points

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Interesting. That's something that always bugged me with daz, blender, most 3D programs. you work with animations rather raw, and even though blender and similar program have Non Linear Animation systems, they don't really have a simple high level abstraction for character animation system, like how video games and their animation controller.

I think I remember way back thinking up cool ideas like making custom 3D programs like what you are doing, simply to add features like these. I'd be interested how you'd go about implementing 'procedural' walking, and what the balance between control vs automatic is. I have my own ideas for this of course, but that would be for something like 3rd person or wanting to make cut scenes, where lots of control is desired, but since you menited it with the First-person camera, I imagine control and details aren't as important since you wont see most of the body, basic animations will work, and anything procedural will just make it that much better.
Hi Saki!! I completely agree. When I started learning Blender for character animation (before I became more interested in programming), I wished there was perhaps a simpler way for humanoid characters. I tried all the plugins, but nothing really satisfied me 100%. Facial rigging has some pretty interesting options, though. Now, with the new pose library features, I think it's only a matter of time before it evolves. But for Blender, Daz, Maya, and others, I believe procedural animation will naturally come, just like in Cascadeur (highly recommended for physics-based procedural animations) and Omniverse. I also saw a Unity conference where they presented a neural network for the same purpose, which was very interesting. For instance, if you brought the character's hips close enough to a chair, the animation automatically transitioned to a seated state and adjusted the body based on collisions.

I'd love for the game to have something like the latter (I even did some experiments and saved some much simpler code for future inclusion for transitions between established poses based on positions). However, something more complex than that would go beyond any budget, lol. So you're right; the procedural walk I'm adding is much simpler and solely meant to add a touch of immersion when using the first-person camera. It works with raycasts and sine waves, calculating the last time the foot was supported. Based on the distance to the new position, it calculates the foot's height using the wave, and the foot's rotation depends on the normal where the raycast hits. It also involves some work with the hips to add a bit of fluidity to the movement. It feels great in first-person, but in third person, it looks somewhat robotic, and it only affects the legs. (Tomorrow, when I'm at the computer I work on, I'll try to record a video of how it looks.)


For third-person, in the future, I'd like to try self-balancing ragdolls, but it's quite a challenge to make them not look drunk, lol. Time will tell!
 

Saki_Sliz

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Sounds like you have been having fun then.

I make physics rigs for my blender characters to help with automating a lot of the effects, using mostly math and control rigs to simplify controls (ie a weight bone that shifts the character's weight around, and automatically calculating how the body does this while keeping balanced). I've thought of doing it procedurally in unity, but I haven't taken the time to learn the unity animation kit that enables the procedural stuff yet, I've been focusing on other code stuff since all the work wouldn't really contribute to a project until I can actually finish a project one of these days.