
Developer
Digital Humans System for Mindtech Chameleon
Actor Properties and Clothing & Hair Attachments
Actors have properties such as height, weight, age and skin tone which change the visual appearance via modifiers. Simple properties such as skin tone use a single modifier, in this case a material change, while more complex ones such as height use pre-computed data to adjust the bone rig in real-time.
Actor Properties and Modifiers In Detail
Selecting an actor in Unity Editor allows us to see the property/modifier system in more detail. Properties such as height are controlled by a single weight slider, but use pre-computed data and the relationship between modifiers to generate the appropriate visual change for the actor. A distribution curve can also be created to control how multiple actors with a range of property variations are generated.
Asset Editing Tools For Unity
One of the main goals for the Digital Humans system was to improve efficiency of the art asset production pipeline. For example, whenever we added a blend shape modifier to an actor, a matching one had to be created in all the clothing meshes it used. The Technical Art team struggled with this workload, so I developed mesh editing tools that could be used directly inside Unity Editor:
Mesh Editing History
The Unity Editor Tools included a prefab editing history to keep track of asset changes. Users could revert to previous versions at any point.
Each edited mesh version was saved in FBX format, so could be opened in standard 3D tools if required.

I also created vertex masking tools that could be using within Unity Editor. These allowed clothing assets to mask sections of the actor (or other clothing assets) at runtime:

Clothing Masking and Fitting
Clothing attachments could also mask other clothing items. In this example, the sweatshirt will mask parts of the trousers when used together on the same actor.
This behaviour is created within Unity Editor, saved to the asset ScriptableObject data, then applied at runtime.
Other Editor Tool Features
The Digital Humans Editor tools had many features including the following:
- Clothing incompatibility, hiding and affinity relationship links.
- Clothing/hair attachment colour & texture sets for runtime variation.
- Reactive actor properties such as hair colour affected by age.
- Facial and body modifiers.




