NitroxNova / humanizer

convert MakeHuman to Godot4
The Unlicense
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Bake in Pose #34

Open RavinMaddHatter opened 2 months ago

RavinMaddHatter commented 2 months ago

Happy to help out. I see it in your read me. I know godot 4.4 is working towards "bake_mesh_from_current_blend_shape_mix()" function on mesh array nodes. I cant get it to work with humanizer. It just spits out the original model.

https://github.com/godotengine/godot/pull/76725#issuecomment-2344966399

Bug report from my project: https://github.com/RavinMaddHatter/Madhatters-Table-Top-RPG-Mini-Maker/issues/1

If you have work you need done on this. Happy to chat about it. If it is reliant on "bake_mesh_from_current_blend_shape_mix()" i am still testing to see if that works.

Let me know how i can help. I dont know how you want it include that feature. I am new to GD script (Day job is hardware development, but do lots of python for that). Happy to help.

I am also okay to wait for "bake_mesh_from_current_blend_shape_mix()"

NitroxNova commented 1 month ago

technically i am already baking the shapekeys, im interpolating between the targets and setting the vertex positions manually. the issue is when you want to bake in a certain pose from the animated skeleton. i should able to calculate that as well based on bone position/rotation and weights, i just havent yet. also the shaders can see absolute position, but getting that info out is somehwat difficult. feel free to message me on discord as well - nitr0xnova