joepal wrote:There are about 1.4k target files in MPFB2
Oh, mein Gott!Anyway, I implemented the refitting algorithm fully now, so that the refit button also refits the rig.
Thank you very much for the nice work done!
There are small problems... I'll probably describe them in the MPFB 2 thread.
This might be good enough for animating a single character, but will obviously become a bit too heavy for an animation if you need several characters in parallel.
Yes, a few characters… up to a hundred in the beginning…
The idea is to break the project into two branches in the medium term: a small number of quality characters (about a dozen or two) and a mass population with simplified models (thousands). But I'd like to start simple: an uncomplicated rig and a few characters.
There was a task, to transform in animation one reference rig into another. The adult rig into a child's rig. This is what I got, only one leg is done:
0001-0100_3.mkv File size: 593.12KBThe problem is that when you apply "Armature deform", everything gets twisted…
This idea doesn't seem to be viable. Apparently we'll have to go back to mixing animations, but the engine doesn't take it well…
Unfortunately, I'm not qualified to work with Ruthon, I'm just at the beginning of programming.
For now, there's an idea to break up the animation into stages of maturation, in which you can implement smooth growth without artifacts and distortions. For example, from 1 year to 13,5 and then to 25; then to 50-60, and finally to 90. The engine will load only one model for the character corresponding to the current stage and change to the next, when reaching the right age. We may have to drastically reduce the number of character settings. If the game will be in demand, over time, you can expand its capabilities.