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Beyond Dev - Tyler Walker
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Beyond Dev - Tyler Walker
@realBeyondDev
Head of 3D and Avatars for @join_hallway. MHA Beyond Creator. Comms Open. https://t.co/jhXWY0TWo5
Katılım Aralık 2016
943 Takip Edilen2.3K Takipçiler

did this shot a month ago haven't touched back on this project in a while... it calls to me😢. #invincible vs #Mha
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Beyond Dev - Tyler Walker retweetledi

@AversionReality AND THE PERFORMANCE IS GREAT LOOK AT THAT
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The goal of my Line Art addon is not merely to offer a source of Screen Space Extraction (aka post-process) line art, but to actually offer a fully functionable workflow. SSE lines are commonly used based on Depth and Normals in games for things like highlighting selections, but they aren't commonly used for high detail line art because they are hard to control. They allow very advanced results, but you have to setup the inputs for them.
My toolset is not just about extracting lines, but giving artist friendly tools to author the necessary mesh data. This clip shows an example of why this matters:
- First, we see regular Normal based lines on the hardsurface headset. These work fine from some angles, but the lines break from others. This is because the detection is based on comparing neighboring pixels and the angle of the Normals there. But those comparisons are in screen space, so as things move, areas can get occluded, or the comparison is between pixels that don't fall exactly on hardsurface edge. These work great on organic shapes where lines won't necessarily follow mesh edge loops, but not well on complex hard surfaces.
- Second, we see Marked Edges. These work slightly better, but still have similar problems. This is because they don't work well if both faces around the marked edge aren't visible and a decent size on the screen. There is 2 levels of subsurf on this mesh, so the marked faces can be very small. Marked edges work on flatter surfaces, but not so well here.
- Third is a proper ID mask. Each area contained by marked edges is set to a different color. Now the lines detect super cleanly because there are solid areas of color. It can detect a difference in the regions even if the actual edge is partly occluded, or the camera very zoomed out.
So we have 3 slightly different options for slightly different use cases. And the third requires the ID groups to be created. So a successful toolset needs to make it easy to do whichever is needed in a specific area, or run some combination. So I am including tools for ID group setup too.
And these will still be useful for other SSE workflows, like the new Raycast node in 5.1, which is doing the same process and has all the same artistic challenges, but we can't feed it arbitrary data yet. But hopefully in 5.2. The addon will support it in the future.
But getting all this figured out and working well is also why it still isn't ready for release 😅
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@songyoupeng @vgabeur @ShangbangLong @PaulVoigtlaend1 @Kevin_SSY @jon_barron @NithishKannen @YandongLi8 @bigmoonmandybot @suhasyogin @Yiming20 @huizhong_c @oliver_wang2 @sainingxie @howardzzh @jalayrac @RSoricut incredible work all!! Will this be coming to ai studio anytime soon? Or some other way to access these unlocks in the google ecosystem?
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Lastly, what a fun ride co-driving this effort w/ @vgabeur and @ShangbangLong!
The AMAZING team🩷 @PaulVoigtlaend1 @Kevin_SSY @jon_barron @NithishKannen @YandongLi8 @bigmoonmandybot @suhasyogin @Yiming20 @huizhong_c @oliver_wang2
@sainingxie @howardzzh @jalayrac @RSoricut
(5/5)

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Yay, finally! Introducing Vision Banana🍌 from @GoogleDeepMind, our unified model that outperforms SoTA specialist models on various vision tasks!
By treating 2D/3D vision tasks as image generation, we unlock a new foundation for CV.
Project page: vision-banana.github.io
(1/5)
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@Null7162 Do you have plans for auto physics bone generation too?
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MagicaCloth2のコライダー自動生成ツールをアップデートしました!
特に指のコライダー精度を大幅に改善しました!
細かい指先もしっかりと自動で生成されるようになっています。
かなり精度が上がったので、ぜひ試してみてください!!
#MagicaCloth #Unity
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Beyond Dev - Tyler Walker retweetledi

My first full animation. I decided to copy the wonderful 'The Court Jester' animation by Sir Needle on youtube. #sonicthehedgehog #jestersonic #b3d
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@e_ohkushi Camkeys makes this automatic for blender:
x.com/realbeyonddev/…
Beyond Dev - Tyler Walker@realBeyondDev
In the latest #camkeys update you can set custom FOV **PER-OBJECT**
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@DeemosTech Congrats all! As a full pipeline 3D tech director and game dev the results are exceptional quality. Looking forward to @xrvitd's github repo updates. Will be sure to @ you all with results in my own stuff.
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Beyond Dev - Tyler Walker retweetledi

Rive Unreal 0.4.23 has been approved and is in the @fab store
🚀 Unreal 5.6 compatibility
🗺️ RiveRenderTarget2D GetArtboard now exposed to blueprints
🎯 Added Get View Model/Artboard by name
👀 Expose currently bound View Model for the artboard
✅ Properly set a child View Model owning artboard
🐛 Rive Render targets no longer override chosen artboards
🐛 Fix packaged projects no longer working with Data Binding
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@e_ohkushi oh nice! camkeys does this automatically for anyone wanting to try something similar:
x.com/realBeyondDev/…
Beyond Dev - Tyler Walker@realBeyondDev
In the latest #camkeys update you can set custom FOV **PER-OBJECT**
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@joshua_xu_ How does it do with cartoon or anime styles
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Introducing Avatar V. We’ve solved character consistency. Forever.
Record yourself once for 15 seconds. From there, you can show up anywhere, in any look, and it still feels like you. Any photo becomes a video that looks, moves, and speaks like you, down to your mannerisms and quirks.
This is the most advanced AI avatar model in the world.
And we know that’s a big claim, so we brought the data to prove it.
Thread below:
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Beyond Dev - Tyler Walker retweetledi
Beyond Dev - Tyler Walker retweetledi
Beyond Dev - Tyler Walker retweetledi

@DallienceRNG He strikes again!!! This dynamic lighting purely topology driven or any special shader or normal based stuff going on? Looks great 🔥
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IMMEDIATELY made the base shader better so posting this rq
GIF
DAL ✞@DallienceRNG
The comic shader returns... What is bro cooking?? (SUPER EARLY WIP) #b3d #invincible
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@bandinopla @threejs This is splendid!! Very well done.
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Just updated my three-mediapipe-rig npm module so you can create a face that deforms with the video in @threejs. This opens the possibility to all sorts of interesting effects and mechanics. Link to the demo below, no preloader so wait a bit. Questions? just ask.
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Beyond Dev - Tyler Walker retweetledi

Today I want to showcase an addon called "ARKit Toolset" created by @andyhellgrim. The addon comes with a built-in ARKit reference guide, adds empty shapekey slots for quick preparation, and comes with a pre-made anim and eye test controller for ARKit.
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@ApraxasKuma A little progress on this! Building support for VRM poses and Mixamo animations!
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@realBeyondDev What I'm trying to do is to have a quick way to apply the animations to the avatar inside blender so I can test the physics and stuff, so I cut the unity work as much as possible.
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@realBeyondDev
Hi there, random question... How hard would it be to bundle some vrm animations like the ones from 3tene with your VRM Extension Suite? It would be awesome being able to preview the character actually moving and stuff in blender, so we can tune the vrm settings.
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@peteborks Just following up on this. Do you have any updated information on this ?
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@peteborks Is this something you can release as a marketplace asset?
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Michelle's proof of concept is out!
I'll share more details on how we achieved the look by combining CelShading, Hatching lines, Weighted Outlines, Painted (and Procedural) Stylized Normals and Motion Smearing.
Check the thread for the result and breakdown🧵
#unrealengine #ue5 #stylizedart #realtime #3dcg #shaders #techart #technicalart #niagaravfx #realtimeVFX
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Beyond Dev - Tyler Walker retweetledi





