Inochi2D / inochi2d

Inochi2D reference implementation aimed at rendering 2D puppets that can be animated in real-time (using eg. facial capture).
BSD 2-Clause "Simplified" License
1.25k stars 47 forks source link

Import Plugin for Godot ? #16

Open Jeremi360 opened 2 years ago

Jeremi360 commented 2 years ago

Will/Can you made import plugin for Godot ? Godot if you didn't know is Open Source 2D and 3D game engine: https://godotengine.org I'm working on Rakugo a tools kit for crating Visual Novels, Point & Click Adventures and RPGs for Godot: https://rakugoteam.github.io And I think your tool would work in with Godot/Rakugo. There are D-lang bindings for Godot: https://github.com/godot-d/godot-d

LunaTheFoxgirl commented 2 years ago

I want to eventually get around to making versions for Godot and Unity, but it will first be when the spec is more complete. Of course other developers are free to implement the spec in their engine of choice in the meantime.

The main problem with supporting Inochi2D in Godot is the fact that we use stencil buffers, which Godot does not currently support; so a shader based workaround would have to be implemented in godot.

LunaTheFoxgirl commented 2 years ago

I also think that @you-win was working on a Godot port? But I'm not sure how far they got.

Jeremi360 commented 2 years ago

I want to eventually get around to making versions for Godot and Unity, but it will first be when the spec is more complete. Of course other developers are free to implement the spec in their engine of choice in the meantime.

Is great to hear that :D , I just joined your Patreon.

I also think that @you-win was working on a Godot port? But I'm not sure how far they got.

Okay I will check that.

you-win commented 2 years ago

I was/still am planning on a Godot port. My current focuses are (in order):

  1. Finishing up the next minor release for puppeteer
  2. Adding mediapipe support
  3. Working on inochi2d/live2d in tandem (with some work already in progress here)
LunaTheFoxgirl commented 2 years ago

At this point Inochi2D is usable for vtubing use, so you should be able to start implementing the spec.

LunaTheFoxgirl commented 1 year ago

I've found a potential solution for adding Inochi2D support to godot through a plugin that adds a new node type. If it pans out the plugin will be made for Godot 4.

Jeremi360 commented 1 year ago

I've found a potential solution for adding Inochi2D support to godot through a plugin that adds a new node type. If it pans out the plugin will be made for Godot 4.

Is grate to hear that 😄

GreatestFool commented 9 months ago

I'm certainly interested in seeing a plugin of some sort.

LunaTheFoxgirl commented 9 months ago

I'm certainly interested in seeing a plugin of some sort.

A plugin is planned to be implemented via GDExtensions, it will only be made for export targets that supports RenderingDevice, though.

GreatestFool commented 9 months ago

That's fine, I'm not sure how else you would implement this considering Godot proposal 3373 didn't really pan out. Maybe someday they'll expose everything and make it easier to implement without making a custom implementation ¯\_(ツ)_/¯

How much manual work does the planned implementation leave to users of the plugin? I'm assuming it'll be necessary to set up a custom shader or something of some sort? I haven't used the RenderingDevice functionality, so I don't really know much more than a little reading can teach.

LunaTheFoxgirl commented 9 months ago

That's fine, I'm not sure how else you would implement this considering Godot proposal 3373 didn't really pan out. Maybe someday they'll expose everything and make it easier to implement without making a custom implementation ¯_(ツ)_/¯

Yeah...

How much manual work does the planned implementation leave to users of the plugin? I'm assuming it'll be necessary to set up a custom shader or something of some sort? I haven't used the RenderingDevice functionality, so I don't really know much more than a little reading can teach.

Ideally very little manual work, plan to do some trickery with adding Inochi2D models as an asset type to Godot via GDExtension so that some transformation can be done to the file on-load to convert a model in to a singular node.

GreatestFool commented 9 months ago

Sounds good. I'll just cross my fingers in the meantime, considering I likely won't be of any help lol. Good luck to you all, and thanks for making the project :)

almondlynx commented 6 months ago

Is it still in works? This would allow me to do so, so much

LunaTheFoxgirl commented 6 months ago

Is it still in works? This would allow me to do so, so much

It's planned for 0.9, work is underways but I'll first go full in to development on the update after the holiday season (starting January) some of the components are already in the works, such as numem which is neccesary for integration with game engines, as D's GC was causing too many collissions with other memory managment strategies.