Yes, facial animation is a big challenge to overcome the Uncanny Valley and make our robowaifus charming anon--even if they are intentionally designed to be less realistic looking (especially in the beginning years of production).>The guy that made the Shinobu Simulator, managed to work-out some of the uncanny valley to the models by implementing "muscle groups," to the face of the character.
Using 'Blendshapes' or 'Morph targets' is a commonplace approach to facial animation. IIRC the VivaDev guy said he is a professional in the industry doing it as a side hobby.>why not give a robot artificial muscles for facial expressions?
Cost. One of the reasons for having robotic-looking robowaifus in the beginning is ease of engineering and cost reduction.
Your notion about artificial neurons is indeed quite far-fetched atm, imo. Ofc, we plan to simulate these functions using regular wiring and more commonplace engeneering sensors.>Bonus points if you can have internal heat that is generated to vent through the skin and muscles.
Trust me, we'll have all the 'bonus' points we can handle. Dissipating heat effectively will be a major Systems Engineering challenge to begin with anon.>>234
No apologies, thanks for the input anon. Yes, it's easier said than done, but someone
has to say it all, right? :^)>also
sauce on the stretchy light thing?