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Is there a way to access the underlying bounding boxes created by the BVHModel? I've seen in the C++ version that you can call getBV(int id) to access individual boxes.
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Is there a way to convert the output to .bvh motion capture files?
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### Tested versions
- Reproducable, though I'm sure this is a rare instance lol.
Godot 4.2.2, Forward+
### System information
Godot v4.2.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - …
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Device mesh has a bvh which is present when constructing the bvh. While this worked, there should be a cleaner way. I have a branch where I defer construction until its needed and this causes a major …
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Really excited to see the bvh example outputting rendered Labanotation! However I can only get it working with the included file.bvh that matches your default spec. Can you tell me more about that bvh…
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Thanks for your excellent work. Can you provide the code about converting training dataset to .bvh file.
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您好,十分荣幸可以学习您的项目和代码。
我有一个问题关于去除脚步滑动:当我使用下面的代码去处理DSG项目中生成的BVH文件后,发现脚步滑动并没有很好的消除,python process_bvh.py --step IK --source_path "../../result/inference/Trinity/" --ref_bvh "../../generated by DSG.bvh"。就是…
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but x3dom.bvh was removed in 1.6 it appears.
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How long does it take to construct the BVH? Would it be usable for many meshes with ~100k vertices (constructed in a worker and allocated using SharedArrayBuffer if available)?
Its super cool that …