It's far from finished but here's a list of what already works:
- Morph mesh
- Pose skeleton and adjust mesh
- Select one of 32 pre-defined facial expressions
- Render proxy meshes
- Export the mesh with rig and texture coordinates as Collada for Blender
Moderator: joepal
Ah! I've been focusing on the tough parts so far. Currently the only thing it saves is Collada.joepal wrote:A low hanging fruit would probably be an import/export function for MHM. This way models designed in the JS interface could be exchanged seamlessly with both MakeHuman and MPFB. MHM is a pretty simple format.
joepal wrote:I get all kinds of crazy ideas when seeing this. For example, it'd be cool to integrate it online with the asset repository to interactively see a 3d version of how an asset looks.
markandre13 wrote:for posing (which requires an additional daemon).
Export the mesh with rig and texture coordinates as Collada for Blender
joepal wrote:For example, it'd be cool to integrate it online with the asset repository to interactively see a 3d version of how an asset looks.
I intend to use Google MediaPipe and Chordata Animation to pose/animate the skeleton via poseunits.tomcat wrote:Curious how you will assign the animation. After the broken BVH Retargeter it's a non-trivial task.
Very good point! I already had experience with it and wasn't aware of glTF 2.0, only 1.0.tomcat wrote:Why Collada? And not, for example, the more advanced glTF?
markandre13 wrote:I intend to use Google MediaPipe and Chordata Animation to pose/animate the skeleton via poseunits.
As for the "Why?", my goal is to fill this room with people.
tomcat wrote:And what would be the next step?
tomcat wrote:Why Collada? And not, for example, the more advanced glTF?
tomcat wrote:Curious how you will assign the animation. After the broken BVH Retargeter it's a non-trivial task.
tomcat wrote:You have transferred to your program the ability to build a rig by body. If it would be possible to implement such a feature in the game engine, then it would be possible to realize the character's maturation.
markandre13 wrote:I had a look at glTF 2 and noticed that it only supports triangles.
Basically it means putting MH itself into the game.
Indeed. But I'm not aiming for game engines but for Blender and quads behave better with subsurface division. And from Blender one can export it as glTF2.tomcat wrote:Game engines use triangles.
Disk space maybe. From what I've seen with makehuman.js, which run's in a JavaScript VM on a single CPU core and doesn't even use the GPU for skinning yet, one can change the age modifier on a posed character and still get a smooth animation.tomcat wrote:This would be a great result, but very hard on the hardware.
markandre13 wrote:one can change the age modifier on a posed character and still get a smooth animation.
Users browsing this forum: No registered users and 4 guests