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```
At the moment the ogre3d model importing and the animation system only
supports skeletal animation. Support for pose and morph animations should
be added for things such as lipsyncing or facial ex…
-
```
At the moment the ogre3d model importing and the animation system only
supports skeletal animation. Support for pose and morph animations should
be added for things such as lipsyncing or facial ex…
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This mod is not working in the new version of HSK and needs to be updated.
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# Steps to Reproduce
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# Actual Behavior
\***Not sure if this is a second life problem or a problem with avastar exports!**\*
Since the new facial bone changes and new avastar update, I'm seeing…
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Something like this: https://www.youtube.com/watch?v=NZmQPSKf7YY
But use Poses from mocap instead of Maya.
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### Description of the problem
If possible, the same sync for Peds as for a player. This means the clothes+props, facial features, HeadBlendData, head overlays, hair color, eye color, animations and …
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This is a feature request that will enhance MBlab by making it easier to use iOS facial mocap data with MBlab. Here is a link to Apples blend shapes:
https://developer.apple.com/documentation/arkit/a…
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I thought some new features would be nice to see in this new version. The list below:
1. Adding a Task that a specific entity (ped in this case) is looking at the Camera. I think it would be a simi…
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When running the novel pose animation:
`python demo/test_ani.py configs/ssdnerf_avatar_uncond_thuman_conv_16bit.py work_dirs/ssdnerf_avatar_uncond_16bit_thuman_conv/ckpt/ssdnerf_avatar_uncond_16bit_t…