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View Full Version : What's Hyper Real Setup?


Krisonrik
06-13-2006, 05:39 PM
I have some one who need a hyper real setup rigging for character. I have never head of such thing and wonder what's the deal with it? Is it any different form normal character skeleton rigging?

MoP
06-13-2006, 05:51 PM
i don't know what hyper real means
but if they want a realistic rig, i'd assume it includes stuff like accurately deforming muscles when joints rotate, and muscles flex, etc.

Daz
06-13-2006, 05:52 PM
Yeah, I would take it to mean a rig that deforms extremely realistically. I would ask them perhaps. Either way, assume it means extremely high end rigging.

Neo_God
06-13-2006, 06:13 PM
No...more realistic than realistic! HYPER REALISTIC!

MoP
06-13-2006, 06:16 PM
the muscles move HYPERLY

Krisonrik
06-13-2006, 06:25 PM
how did this topic end up like this XD? Anyway thanks for shareing your knowledge... deformation... lol I haven't even touched on that yet.

Archanex
06-13-2006, 07:03 PM
I would assume that they were referring hyper realistic as being "extremely realistic" though I have heard hyper realistic to be in reference to something like a comic book character who has muscles that are large than life, exagerated proportions etc.

Squid
06-13-2006, 07:55 PM
I think your client has been on the alias site too much /images/graemlins/wink.gif

personally, i don't see how you can apply the concepts of a full y featured film res rig to a game rig.
i've yet to see pose based deformations, non linear or squad based skin sliding, corrective sillouhette blend shapes (the list goes on) in any game engine other than the odd nvidia high end demo (and that was pushing the term 'realtime' somewhat).

/images/graemlins/smile.gif

Daz
06-13-2006, 08:17 PM
[ QUOTE ]
I think your client has been on the alias site too much /images/graemlins/wink.gif

personally, i don't see how you can apply the concepts of a full y featured film res rig to a game rig.
i've yet to see pose based deformations, non linear or squad based skin sliding, corrective sillouhette blend shapes (the list goes on) in any game engine other than the odd nvidia high end demo (and that was pushing the term 'realtime' somewhat).

/images/graemlins/smile.gif

[/ QUOTE ]

nobody mentioned realtime.

fritz
06-13-2006, 08:20 PM
well....the place i used to work a long long time ago would ignore some bones...clavicles and things of that nature. so it could mean throwing away old school habits like that. could also mean having muscles that actually bulge when swinging a weapon or something. dunno cuz. do we really need anything to be hyper these days....aren't the kids hyper enough?

Squid
06-13-2006, 08:48 PM
[ QUOTE ]

nobody mentioned realtime.

[/ QUOTE ]

My mistake. i presumed the realtime aspect was implicit.
/images/graemlins/smile.gif

Jackablade
06-14-2006, 07:43 AM
Hyperreal
http://en.wikipedia.org/wiki/Hyperreality
I would suggest what this person is after is an exaggeratedly idealised character... your standard issue game character in other words.

MoP
06-14-2006, 07:48 AM
Jackablade: True, and that may be the case... but bear in mind that people often don't know what they're talking about /images/graemlins/smile.gif

FatAssasin
06-16-2006, 12:28 PM
http://estore.autodesk.com/dr/v2/ec_MAIN...hyper-realistic (http://estore.autodesk.com/dr/v2/ec_MAIN.Entry24?SP=10024&PN=14&XID=19515&Search_St ring=hyper-realistic)