Dead Space (2008) [Part 1] - Customised a Free Asset PerfectSync Transfer + 4 Ear Track Additions
Animehunter2
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Dead Space (2008) [Part 1] - Customised a Free Asset PerfectSync Transfer + 4 Ear Track Additions
50 просмотров · 9 дн. назад
Animehunter2
10 подписчиков
50 просмотров · 9 дн. назад
Surviving the USG Ishimura is hard enough, but doing it on a Plasma Cutter ONLY run while live-testing brand-new avatar upgrades? That’s real survival horror. 🧑🔧
In today's stream, we stepped back into the claustrophobic, rusty corridors of the original Dead Space (2008) as engineer Isaac Clarke. Let’s be honest: my aim is so terrible that specializing in just one gun is actually a massive brain play.
By sticking strictly to the iconic Plasma Cutter, the game won't dilute my ammo pool with items for other weapons, giving me maximum chances to actually land a shot! It worked well enough to get us through hordes of Necromorphs and all the way to the start of Chapter 5: Lethal Devotion.
Alongside the gameplay, I was live-testing some massive custom upgrades I built onto my free base avatar model! Here is exactly what went down on the technical side today:
• PerfectSync Transfer: Ported over advanced blendshapes to get way more expressive, high-fidelity facial tracking working flawlessly in real-time.
• Custom Ear Rigging: Added and custom-rigged 4 independent ear tracking points, giving my avatar's ears full, dynamic movement that reacts to my actual head tracking.
• Warudo Migration: Formally migrated my environment over to Warudo to properly drive these tracking nodes and seamlessly handle the new technical features, laying the groundwork to eventually utilize its node blueprint system to further enhance my streaming setup.
• Hardware & Budget Setup: Kept development costs incredibly low, with the only monetary costs being an iPhone 11 (picked up relatively cheap since it's SIM-locked) to utilize its proprietary TrueDepth camera for the high-fidelity facial tracking, alongside the iFacialMocap app.
Effecting these upgrades required me to learn at least a little about Unity Hub, Blender, and Warudo, as well as the open-source GitHub repositories that offered the plain models with the 52 ARKit shape keys and the Unity add-ons needed in order to transfer them.
If you enjoy the mix of strict challenge runs, terrible aiming, and live avatar tech testing, make sure to hit that Like button and Subscribe for Part 2!
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