Conversation
…d skeletons, bake scale to avoid double-scaling, and enable custom animation playback while preserving the existing Create workflow.
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Thanks for the PR. I like some of these changes you have. Maybe can you break them apart into separate PRs. Maybe break the PR into the following changes:
The importing custom animation will need to be done differently. We don't want to remove all the existing animations because a BVH animation file is being used. I have actually thought about adding custom animations and how that might work. Custom animations need to be normalized to use the Mesh2Motion skeletons. This is my vision with how it needs to work. To start this "import animation" feature, add a new button to the animation listing area of the app. Initially, we would only support importing a Mesh2Motion rig + animation data to get the workflow done from end-to-end. Importing would do a validation to make sure the skeleton/bones are valid with the rig. This allows all M2M rigs to have custom animations added -- not just humanoid custom animations. When the animations are imported, the application would append the new animations to the animation listing. This would keep all existing animations this way. Maybe the custom animations could appear with a slightly different indicator/icon to show they are custom. Second phase with what you are wanting with animation importAfter that feature is done, we can think about adding separate animation types or formats. If an animation format is different like BVH, it will need to be transformed to change bone names and bone rolls to be aligned to the M2M one. It is effectively retargeting. I imagine you are only thinking of getting this to work with the humanoid rig. Also feel free to jump on the Discord if you want to discuss more. |
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will break it up into smaller prs! i started on this feature before the retargeting was available so i understand your vision. and yea the A vs T-pose handling is not quite 100% solid yet. so i will separte it into a new PR. i hope im buillding it in a way where it would theoretically also be possible to use for non humanoid rigs but i guess the retargeting for that is quite a bit harder. |
This is still in early stages but my idea was to add the ability to import custom animations. i figgured the bvh format was easiest.

We would need to add a new dependency but its a three js extension so i think it would be fine.
its still a bit rough as it creates a new skeleton for each bvh animation/file.
im not quite sure where in the workflow you would want this to be but im mainly throwing a PR to see if there is any possibility of a merge
things changed:
added new import bootstrap
increased range for scale slider
added skeleton storage
added rest pose correction when mesh has a different rest pose to the skeleton. like A vs T pose
Cool Project!
Feedback is appreciated