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This feature has an associated bounty, see [this comment](https://github.com/stride3d/stride/issues/339#issuecomment-1041573693) for more info.
-*Eideren*
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**Is your feature request related to…
xen2 updated
10 months ago
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![image](https://user-images.githubusercontent.com/57909583/156167268-895412c0-a5f8-4e3c-989c-ba89b698a1ac.png)
![image](https://user-images.githubusercontent.com/57909583/156167291-8e42e913-7cae-489…
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I tested several, but looks the `pose` in **animation region** doesn't work (tried the `pose-friendly` option too).
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First of all I would like to begin this **long** message with a big thank you for your amazing work..!
In order to give some context and to be as exact as I can stating my issue I will first give a…
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Gothic leverages sophisticated MorphMeshes for NPC heads. Following features need to be implemented:
- [x] Allow 1-frame sized animations (no interpolation between frames possible)
- [x] Allow mul…
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Hi, Can I get viseme data for 3D characters facial animation?
https://learn.microsoft.com/en-us/azure/ai-services/speech-service/how-to-speech-synthesis-viseme?tabs=3dblendshapes&pivots=programming…
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- In most language translations, both the facial expression and the Preview While... selectors are broken in the BVH upload floater.
- Spanish 'es' has no animation floater xml at all so falls back…
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I wonder if this technique could be applied to syncing facial animations with audio which could potentially adapt to whispering vs shouting.
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Just as the title says can we get the facial animations exported some way with the skeleton. Even if it's a separate format. Even a text file can contain the information somehow I think. Thanks
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文中:Our backbone is built on a pretrained HuBERT model and a ResNet1D network, which preserves high-frequency details
of facial movements. During implementation, our backbone synthesizes one second of…