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I'm using an asset called 1toonteen that has talking animations. I put the Lipsync script in the head, which is where it talks. However, I don't know if I have to remove the speaking animations or if …
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Adding this as a feature request as well, it would be great if there was a way to completely eliminate the blue pixels found on the textures of models. I was able to remove them within blender tempora…
BTHP5 updated
3 weeks ago
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I saw that on the function you write to read parameters from candide.npz
```
def load3DFaceModel(filename):
faceModelFile = np.load(filename)
mean3DShape = faceModelFile["mean3DShape"]
me…
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I'm working on a project using flutter and try to achieve a function similar animoji. I have achieved this using native swift with a .dae 3d Model but find it difficult to migrate to dart in flutter. …
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Although, now exporting blendshapes itself works great after recent changes, the resulting file(`*.escn`) seems to be excessively large in size, compared to its original Blender source.
For example…
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While working on an avatar I discovered that Blendshapes can't be manually removed within Neos, resulting in situations like this
![image](https://user-images.githubusercontent.com/25524760/9911278…
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I am using VRM Posing Desktop to make poses for my VRM model and receiving them in unreal with the VrmVMC node in an animation blueprint.
Receiving bone positions works perfectly, but I'm unable to…
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**Describe the bug**
I'm trying to select 'blend shapes' on the export window, and Maya consistently fails to export a simple blendshape.
![image](https://user-images.githubusercontent.com/16786318/…
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### Godot version
v4.0.dev.calinou [bd31af37b]
### System information
Windows 10, GLES3.0, Nvidia GTX 1060 6GB, Nvidia studio driver 471.68
### Issue description
When importing a glb file, it see…
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glTF models can include default values for blendshapes. These defaults should be set on the the imported model's entity.
TBD whether FBX models can include default values for blendshapes.