-
the jaw bone and other lip bones are not rigged properly
![2023-12-20 200929](https://github.com/soupday/cc_blender_tools/assets/119428782/4bf6689c-6df9-44fc-9f9d-aa3b64030046)
y
-
Hi, thanks a lot for sharing this wonderful project!
I have tried out my single-image example with estimated SMPL obj files from ECON.
Now, when I want to use some visualization tool (I am using Ble…
-
**Describe the solution you'd like**
Transform face vertices using a ragdoll's face flex data.
The rigging data needed to apply flexes isn't exposed to GLua, so I'll need to write a model parser
-
**Describe the bug**
Currently some of the facial rigging seems to be limited to certain parts: eyes, eyebrows and mouth.
These alone makes the expression very stale and empty.
Not sure if the mo…
-
Currently, bones orient to face down their positive Z axis, such that positive Y is their UP, like Object3D's are in three.js. Looking at other rigging solutions, can't seem to find any good or consis…
-
# Rationale
There are some types of avatars for which 4 limbs, a torso, and a head, is simply not enough moving parts. Some examples:
- animated tails
- animated eyes, mouth, ears
- extra limbs
- en…
-
When attempting to share a directory:
share_link = oc.share_file_with_link(directory)
I get
'id': data_el.find('id').text,
AttributeError: 'NoneType' object has no attribute 'text'
I know th…
-
When dealing with curves sometimes the normals of the mesh twist unexpectedly.
In the curve object settings, it would be good to be able to set a default twist angle so the curves are always facing…
-
Curret 1.6.0.4 version of addon is unusable in blender 4.0 beta when it comes to armature generation (i.e. import character, quick rigify characer).
When importing character:
File "C:\Users\USE…
-
The rotation center should be kept between two operations on an edge, as it would be more practical for rigging, etc.