Per quanto riguarda le animazioni facciali:
The characters in Clair Obscur: Expedition 33 are intriguing. Are there any specific UE features or tools you utilized to make them so memorable and believable?
Guillermin: As soon as Unreal Engine 5 was released, we switched our whole character creation pipeline to MetaHuman.
Our cinematics were recorded as motion capture performances, including facial motion capture that was processed by the new MetaHuman Animator. There are also many smaller things we do using the Animation Blueprint to make our characters feel more alive, like adding micro-movements in the eyes or having dynamic “look-at” when an ally is attacked in battle.
Our Lead Character Artist Alan and our VFX Artist Léo also created a system in our character master material to manage dirt, blood, sweat, and tear levels dynamically, allowing us to make key moments of the story even more memorable and powerful for the player. As the characters go on an expedition in unknown territory, we felt they had to get some dirt on their face and clothing at some point! We also use the blood part of that system in battle when a character is low on health, to signify the urgency of the moment.