How customizable is my character? Can I layer my clothing? Can I select my face, my hair, my hair color? Can I wear jewelry? Can I specify whether or not I'll be thin?
TL;DRCharacter customization will allow layered clothing, face, hair, color, jewelry and adjustable body weight within limits, built on body and face scans, though much of it is still being implemented and not yet shown.
The answer to that is yes. So the last few months we've really been focusing on characters and character customization. We've listened to you guys and you guys wanted more flexibility with the characters and so did CR. So we kind of set down this path of how do we achieve what you guys want to see. We've been working pretty close with the UK studio, as you know, Squadron 42 guys. They have been setting up a pipeline for how character customization is going to work. As a matter of fact, we just had not too long ago a character summit in the UK to talk about that, which went really, really well. A lot of the things that we're going to do are things like layering now, so you can have various shirts with jackets, with pants tucked in, untucked in boots, untuck your boots, things like that. So a lot more flexibility than we had originally planned, which is good. I mean, it forced us to think through the process and figure out the best way to do this. We've also done things like switched out our base male for a complete body scan. Now what this does is obviously the resolution and the fidelity goes way up when you do that. We have an actual physical scan that we can adjust and build around. So we get a lot more real world body metrics that way, which is great. Also, Chris had been looking at obviously Ryse for a little while and he wanted something a little higher as far as the fidelity of the face rig and to be able to have emotion in the face. And so we were looking around for a little bit and we started talking to 3Lateral, which is, they're actually one of the companies that was responsible for Ryse. They were really interested in the project and wanted to come on and help us. And it's fantastic because they already had a lot of technology that they had learned from Ryse because they were using the same CryEngine base as we were. So started working with 3Lateral and got some fantastic fidelity out of their head rigs. Just the fidelity in the face and the way that the face is structured now and works is incredible. And soon you guys will be seeing a lot more of that. Per the stretch goal, we got a fantastic face scanning and body scanning rig which has been set up at the UK studio. Right now it's got between 80 and 90 cameras, I believe, but I think we're going to expand that actually for fidelity reasons. I think Chris, you just got your head scanned not too long ago. Although he won't give it to me.
No, actually I was trying to find, unfortunately they've all gone home or are drinking at the pub right now in the UK. But no, it's pretty impressive. Down the road, we'll sort of show you, but the concept is that all the character heads are, we're going to scan the actors that we use in Squadron 42. We're going to scan a selection of character heads for the persistent universe, both male and female, and then we're going to allow you to blend between these so you can change the size of your nose, the jaw, or ears, and color of eyes, and color of hair, and all that kind of stuff. And it's at an extremely high fidelity. And so we don't really have the stuff to show you the final stuff. I think there's sort of a range of motion test that maybe was sneaked on Around the Verse. But that's still down the road because there's a whole level of rigging that's about two weeks off in terms of the fidelity where we're simulating the muscle, the secondary muscles that you would have on the arms and stuff. So there's a base rig and a skeleton now which is kind of what you're seeing. The more subtle stuff is the way the muscles would move and flow and that will probably be completed in the next two weeks. We're also working with Imaginarium in the UK, and Imaginarium is the company Andy Serkis started to do performance capture, and they do a lot of R&D into how to capture the performance on the face side. So we're partnering with them and investing in R&D with them and 3Lateral, who Mark already talked about. There's another company called Cubic Motion that's involved in that pipeline and workflow. But the ultimate idea would be to have an incredibly emotive and fluid facial animation and also body animation. So you guys haven't seen the results of it yet. The stiff character walking around the hangar is definitely not anywhere close to the final result. But probably I would say when we're showing the social module and the FPS stuff, we'll have some of the first iterations of it. Although the stuff that we're doing is going to take beyond just what we're going to be showing you guys in March, in April. But it's all pretty exciting. I wish we had some images to show you of this today, but we don't. We just like to talk and tease you about it.
As we were getting ready for this show, we were looking at various things that we wanted to show or not wanted to show. And for the most part, we decided to show a lot. However, we just hooked up this new mocap to the new rig. And like Chris was saying, we're going to do the musculature. And without the musculature, it looks like this kind of hideous rubber man. And nobody wants to see that.
Well, I think they've seen a little bit because it was on Around the Verse. But basically, the pipeline for the next generation character literally is in the process of being finalized. And once the pipeline's finished, there's a lot of things that are happening that will also come together. And then you'll start to see the results of it in the next few months, where we'll actually be able to show you, OK, here's the layering of the cloth. Here's a jacket. Here's a pair of pants. Here's a T-shirt. And how it layers, how it would all move.
All the pipeline has been worked out for that. It's just a matter of implementing it all. Going through some of these other questions: can I layer my clothes? Yes. Can I select my face, my hair, my color? Interesting thing about hair, we've been looking into alternatives for the way that we do hair. Now, traditionally, you've seen in the past what we call fins, which are pieces of geometry that make up a head of hair. That's really old school at the moment. We want to go beyond that and do something better. We've been looking into a couple of ideas. There's this process called TressFX that we've been kind of looking into, which is more of a spline-based hair. You get a lot more resolution out of it. It's still kind of in its infancy. We're looking into it, but I'm sure it'll get better as we go. But just things like that. Upping the resolution, upping the fidelity, we're always pushing for that. I know Chris is always pushing for that because he wants the absolute most emotive and realistic looking human that we can possibly do. So we've been putting time and effort into all aspects of the character customization to allow for that. Some other things: yes, the color of your face, you'll be able to adjust. Can I wear jewelry? Absolutely. I think we're going to absolutely do that. Thin and fat. So here's an interesting question. We've been going through this. You will be able to adjust your character thin and fat. Now, there'll be a maximum and minimum, obviously, because we've been talking about some of the...
Yeah, I mean, we don't want [inaudible]. You also can't be too small. So that's why, it's kind of like today, if you're in the Air Force, there's a range that you're meant to be between to fit into the cockpit. Otherwise, we're going to have to have way too much variation in all the ships.
But there will be a thin and a heavy and adjustable between them. We're definitely setting it up where that's going to be possible. So, yes, I think all of these are absolutely on the horizon, and we are building the base pipeline to allow for all of these things to happen.