
Lizard Transformation in Virt-A-Mate test (Contains video)
Video:
https://dai.ly/kSHRwCRmY8kZtarF3Bf
What you see here is a test transformation video I put together with the newest release of Virt-A-Mate. The hand and head movements are my physical movements using the motion controllers and the VR headset. The morph itself was animated manually using VAMs trigger system. The skin changing to scales was done by recording the video twice (once with human skin and again with scales) and then cross fading the two videos in post. A bug with Virt-A-Mate right now causes the fingernail textures to remain on the claws at the moment. (Update 15/08/2018 - Fingernail bug now fixed. Won't see this issue going forward now)
I'd say the full time to put this together was close to 30 minutes. :)
As I acted this out in realtime and recorded it back, you're literally seeing "my" reaction to being transformed into a Lizardman!. With the addition of custom content, Virt-A-Mate is gonna appeal to a far wider audience now. :)
https://dai.ly/kSHRwCRmY8kZtarF3Bf
What you see here is a test transformation video I put together with the newest release of Virt-A-Mate. The hand and head movements are my physical movements using the motion controllers and the VR headset. The morph itself was animated manually using VAMs trigger system. The skin changing to scales was done by recording the video twice (once with human skin and again with scales) and then cross fading the two videos in post. A bug with Virt-A-Mate right now causes the fingernail textures to remain on the claws at the moment. (Update 15/08/2018 - Fingernail bug now fixed. Won't see this issue going forward now)
I'd say the full time to put this together was close to 30 minutes. :)
As I acted this out in realtime and recorded it back, you're literally seeing "my" reaction to being transformed into a Lizardman!. With the addition of custom content, Virt-A-Mate is gonna appeal to a far wider audience now. :)
Category Artwork (Digital) / Transformation
Species Lizard
Size 640 x 480px
File Size 58.9 kB
Listed in Folders
I tried this with Daz3D's Ogora the Orc which worked out really well so those out there that like muscle growth will really be in for a treat once content creators start publishing content for it. Clothing rippage would be amazing but I doubt it's possible in realtime with current tech at the moment :P
Apparently, MeshedVR (dev of VAM) was looking into the possibility of implementing Unity3Ds Obi-Cloth plugin sometime back in March. I've looked into it myself and it does do cloth tearing which I believed wouldn't be possible on current tech.
https://www.youtube.com/watch?time_.....;v=lgMuGRCnqXw
With this in mind, here's hoping for real-time ripping clothes in the future hopefully alongside dynamic tailsplosions. :)
That really would take real-time muscle growth during transformations to a whole new level if it happens.
https://www.youtube.com/watch?time_.....;v=lgMuGRCnqXw
With this in mind, here's hoping for real-time ripping clothes in the future hopefully alongside dynamic tailsplosions. :)
That really would take real-time muscle growth during transformations to a whole new level if it happens.
Thanks. Feels like an eternity since I posted anything here. The sheer leap forward that Virt-A-Mate provides in terms of TF content creation meant I had to show something :). I remember the first person TF video I made a while back in VR. The implementations that Virt-A-Mate has provided has effectively rendered it totally obsolete in every way. :)
The sheer simplicity of producing this along with the little time it took to produce will really open the door for others lacking 3D animation experience to produce TF content or anything else that caters for their needs. I've struggled in the past to animate models by hand mainly due to the large amount of time it takes to make it look realistic/fluid. Using the headset/motion controllers as a mocap device cuts off a huge amount of time from the animation side of it and thanks to VAMs IK and ultra realistic body/skin physics, it allows the user to produce extremely realistic body movements in a matter of seconds/minutes.
Rendering something like this in Daz Studio would've taken hours, possibly even days. With VAM, it's literally done in real-time (exception of the skin changing to scales which was done in post but even that only took minutes of matching the first frame of each video then cross fading). Sections of Gryfs Dolphin/Python transformations were animated in Poser/Daz Studio. With VAM, something like that assuming custom anthro morphs were written (seriously doubt full TFs into animals are possible with current real-time tech) would essentially pave the way for it to be done in real-time and with the added bonus of being able to experience the transformation yourself first-hand in full first person VR. \o/
Just waiting for MeshedVR to add Genesis 3/8 support so I can try this with the back catalogue of RawArts beasts/creatures :)
Rendering something like this in Daz Studio would've taken hours, possibly even days. With VAM, it's literally done in real-time (exception of the skin changing to scales which was done in post but even that only took minutes of matching the first frame of each video then cross fading). Sections of Gryfs Dolphin/Python transformations were animated in Poser/Daz Studio. With VAM, something like that assuming custom anthro morphs were written (seriously doubt full TFs into animals are possible with current real-time tech) would essentially pave the way for it to be done in real-time and with the added bonus of being able to experience the transformation yourself first-hand in full first person VR. \o/
Just waiting for MeshedVR to add Genesis 3/8 support so I can try this with the back catalogue of RawArts beasts/creatures :)
Man, that's really exciting to hear about. The most 3D experience I've had is tampering with MAYA in college and awkwardly trying to pose models in G-mod, so I'm pretty ignorant of it all, but the way you describe it it sounds like even I could make something like this with enough determination! (And money)
I keep watching this animation and it's awe-inspiring to me, if you've got it in you to make more like this I'd really really love to see it
I keep watching this animation and it's awe-inspiring to me, if you've got it in you to make more like this I'd really really love to see it
This was made with the Oculus Rift/Oculus Touch VR Hardware. The software itself is Virt-A-Mate which you can get from MeshedVRs Patreon:
https://www.patreon.com/meshedvr/posts
Bare in mind that many of the morphs like the Reptilian 6 do not come with Virt-A-Mate and must be purchased from Daz3Ds site. As such, the cost can add up pretty fast. It's well worth it though ;)
Experience with using Daz Studio for converting textures between UVs is an absolute must as well. Same case with understanding which morphs to move from the Daz3D installation to VAM itself. The learning curve can be pretty daunting at first but again, it's so worth it from a content production POV as it's so easy to produce convincing looking animations with very little time. ;)
https://www.patreon.com/meshedvr/posts
Bare in mind that many of the morphs like the Reptilian 6 do not come with Virt-A-Mate and must be purchased from Daz3Ds site. As such, the cost can add up pretty fast. It's well worth it though ;)
Experience with using Daz Studio for converting textures between UVs is an absolute must as well. Same case with understanding which morphs to move from the Daz3D installation to VAM itself. The learning curve can be pretty daunting at first but again, it's so worth it from a content production POV as it's so easy to produce convincing looking animations with very little time. ;)
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