This is a real-time crowd simulation test I developed in Unreal Engine. To achieve fast character generation, I established a pipeline in which characters are created in MetaHuman, converted into Vertex Animation Textures, and driven by Niagara.
This was a technical test of facial animation in Unreal's MetaHuman system, evaluating how much detailed facial movement could be transferred to the character using Live Link.
This is a real-time crowd simulation test I developed in Unreal Engine. To achieve fast character generation, I established a pipeline in which characters are created in MetaHuman, converted into Vertex Animation Textures, and driven by Niagara.
This is a real-time crowd simulation test I developed in Unreal Engine. To achieve fast character generation, I established a pipeline in which characters are created in MetaHuman, converted into Vertex Animation Textures (VAT), and driven by the Niagara system, treating each soldier as an individual particle with randomized variations in movement and clothing. Since this was a prototype, I kept the armor and weapon variations to a minimum. The end goal was to utilize the output as a control reference for generative AI image models; however, this aspect failed, Since AI video-generative models currently struggle to accurately process large, dense crowds from structured reference inputs.