InfernalWAVE / GD_MAXINE

NVIDIA AR SDK "MAXINE" integration with Godot as a GDExtension.
MIT License
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GD_MAXINE

implementation of NVIDIA AR SDK features for Godot 4.3+

NOTE

BUILD INSTRUCTIONS:

RELEASE INSTALL INSTRUCTIONS (release is likely behind src):

USE INSTRUCTIONS:

The following functions are available:

these are also exposed as properties on the node for convenience. there technically are setters, but they do nothing.

NOTE: _ready() and _process() are overridden on the ExpressionTrack node. attaching a script that uses these functions will break the tracking. I reccomend not attaching any scripts to the ExpressionTrack node unless you understand what the extension is doing.

NOTE: use the "camera device id" property on the ExpressionTrack node to select which camera device you want use

DEMO INFO:

when the game runs the extension will create an OpenCV VideoCapture object, and begin capturing frames and running the facial expression feature on them.

the captured expression information is exposed as properties on the ExpressionTrack node.

the expression coefficients are then mapped to blendshapes in an XRFaceTracker. this XRFaceTracker is used by an XRFaceModifier to set the blendshapes on the mesh

CREDITS:

This software is released under the MIT License. See LICENSE file for information on permissions.

This software contains source code provided by NVIDIA Corporation. See LICENSE.NVIDIA.txt file for information on permissions.

This software contains source code from opencv. See LICENSE.OPENCV.txt file for information on permissions.

This software contains source code from glm. See LICENSE.GLM.txt file for information on permissions.

This software contains source code from the Godot engine. See LICENSE.GODOT.md for information on permissions.

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Created By: Ryan Powell, 2024.