Closed GeorgeS2019 closed 7 months ago
@chrisl8
Here we will have people who are very up-to-date to the future of advanced 3D humanoid animation.
It would be great eventually we use Ready Player Me for Godot4 IK demo project
FYI: I have no commercial conflict of interest with RPM.
Hopefully this will be operational again in a few days once the breaking SkeletonModifier3D changes have been resolved. I'm most of the way through getting a PR which restores functionality.
Godot latest has merged the XRTracker fix for the SkeletonModifier3D changes. I've updated this project to work with those changes.
@Malcolmnixon
I look through the codes commited.
Interesting re-designed of concepts
Looking forward to learn what have and what have yet to be implemented before 4.3 beta that enable all your demos so far.
Need the latest godot commit.
From Malcolm: The XRBodyModifier3D is now only responsible for "posing" the skeleton. Movement has to be done with an XRNode3D parent of the avatar which targets the same body_tracker and just moves itself (and all children) to the correct location.
Instead of Load_web, I pre-downloaded the business avatar and saved as .glb.
Then I use Load_File to load
The avatar is slightly distorted (when the XRAnimator VMC protocol turned on). Do u know reason?
How should the business avatar imported? Is there something I need to care?
#RpmLoader.load_web(%AvatarID.text, rpm_settings)
RpmLoader.load_file(%AvatarID.text, "res://BusinessMan/65fa409029044c117cbd3e3c.glb", rpm_settings)
This is addressed. Go to ReadME, use the API to download correctly.
@Malcolmnixon
Although this is a test project, this is the FIRST the seriously integrate Ready Player Me to Godot advanced animations, linking Godot XR to vendor motion captures.
I think opening the discussion could direct the godot community here.