MKII, updated: 07 Nov 2010
not the best screenshot in the world I'll admit
Download ZIP, 5.41MB, Windows only:
This is a small tech-demo of the new Character System I am developing for an upcoming commercial game.
The updated version has some new features and is more complete as a demo and should work on most graphics cards
- Depth of Field post-processing effect
Glow post-processing effect
Variance Shadow Maps
Lots of tweaks
- New joint-skin animation framework (quaternion based)
Realtime jiggle physics on hair and clothing
Matrix palette GPU skinning
Full Bone control (IK ready)
Generic shadow mapping
Post processing framework
Uses Cg shaders (via Nadro's irrCg wrapper)
Works correctly on both DX9 and GL drivers
I wrote my own physics and collision routines so it isn't perfect.
I plan to upgrade to PhysX or Bullet in the future though.
This Miku model was created by Kio for the Blender community, and I borrowed it for this tech demo.
All credit goes to him/her.
I re-rigged and animated it quickly, mind the shoddy work on the skin weighing.
Only three animations were needed: stand idle, walk and run.
All the other motion (her head, ponytails and tie) are derived dynamically.
On a technical note, this Miku model is fairly heavy and not ideal for realtime games:
- 14K triangles
22 texture maps
Irrlicht just cannot cope with such models as it stands, which is why I had to reinvent the wheel to get more mileage.
Give her a spin (literally) and post here to share the framerates you get.
Oh and it would also be useful to know about crashes, glitches and other anomalies
Hatsune Miku is copyright Crypton Media, this demo is for non-profit purposes only.