No one’s talking about this!?
I wasn’t impressed when I heard Weta was picked up from Unity, but I gotta say after watching this video, I’m absolutely blown the &#(k away.
The hair is likely a non Realtime bake, but the skin shaders, the rigging, the animation are all so damned spectacular. I mean, if I’m being cynical, this is kinda what you’d expect to see from Unity after bringing the Weta guys on. A super indulgent clip with no backstory on the tools and no talk about getting this level of quality in an actual game. LA Noire comes to mind… it had all that facial capturing, all the voice lines, and all that production value just didn’t really add up to a better game. I hope Unity is thinking about this from a developer perspective, “How can we develop ergonomic tools that we can build on over time to produce next level humanoid entities in our games?”
All that said, absolutely amazing demo. Even knowing it’s likely all smoke and mirrors, it’s still incredible and a hell of a benchmark.
The question is, will we get prebuilt, automated rigs that can automatically extract animated emotions from an MP3 audio files? or can we animate emotion by hand using simple sliders? Will we finally start getting automatic mouth animations based on parsed dialogue files? Even just giving character’s realistic idle blending with eyes darting around a room, blinks, and subtle head motions based on points of interests nearby, would be a pretty big step in the right direction. Or was this just flexing top tier animators and riggers with decades of experience in a medium that doesn’t really translate to the real-time Unity engine? At the very least this demo shows the potential for Unity to be used as a platform to create INCREDIBLE cinematics with a few bells and whistles.
Maybe this is something we look back on as another “blacksmith”: Largely glitz and glamor. But maybe we look back on this as that short glimpse of how fantastic cinematic scenes can look in real time within a game engine, and how Unity built on this hand crafted segment and used it as a benchmark to build powerful, automated tools for realtime humanoid generation.