animate1978 / MB-Lab

MB-Lab is a character creation tool for Blender 4.0 and above, based off ManuelBastioniLAB
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Exporting all the data to glTF (mesh + all morphs + rigging) #331

Open cesss opened 3 years ago

cesss commented 3 years ago

IIRC, Bastioni LAB uses advanced rigging techniques (I recall he used something like muscles, which doesn't exist in standard Blender armatures), so I assume that by exporting a rigged model to glTF, the skinning results won't be the same.

However, accepting skinning diferences, would it be possible to export everything (mesh + all morphs + skeleton rigging) into a huge glTF file? How could I do that? The reason is that I'd like to use the models and the morphs in other tools (of course following the MBLab license).

cesss commented 3 years ago

(when I say "all morphs", I mean all of them, but unapplied, so that they can be read into other tools and apply the morphs there)

econundrum commented 3 years ago

I might be wrong here but I think the muscle rig is actually built using bendy bones driven off the standard armature to simulate the muscles. I think it's all done with blender armatures.

Noizirom commented 3 years ago

Have you tried using Blender's native gltf exporter?

On Wed, Feb 10, 2021, 5:45 PM cesss notifications@github.com wrote:

IIRC, Bastioni LAB uses advanced rigging techniques (I recall he used something like muscles, which doesn't exist in standard Blender armatures), so I assume that by exporting a rigged model to glTF, the skinning results won't be the same.

However, accepting skinning diferences, would it be possible to export everything (mesh + all morphs + skeleton rigging) into a huge glTF file? How could I do that? The reason is that I'd like to use the models and the morphs in other tools (of course following the MBLab license).

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