Blendshape now deforms with the effects of the corresponding skeletal deformation removed. Skeletal deformation has been written to the disk as lowerlegs_height_incr.skeltarget, a json file describing the transforms.
Reintroducing the skeletal deformation while the targets are being applied could take several routes:
Create animations for each blendshape and corresponding skeletal transformation wherein the blendshape is applied at 100% weight, and apply them to the human via animation blending
Read the skeletal deformation data from the .skeltarget files when targets are being modified in the UI, and create keyframes with the joint deformations applied proportional to the weight
Considerations:
Portability - How would this work outside of Omniverse? USD doesn't have native methods for animation blending
POC in skeleton_targets on target
skelfree_targets/lowerlegs_height_incr
blendshape in human_base_skelfree.usdaBlendshape now deforms with the effects of the corresponding skeletal deformation removed. Skeletal deformation has been written to the disk as lowerlegs_height_incr.skeltarget, a json file describing the transforms.
Reintroducing the skeletal deformation while the targets are being applied could take several routes:
.skeltarget
files when targets are being modified in the UI, and create keyframes with the joint deformations applied proportional to the weightConsiderations: