Open everyoneishappy opened 11 months ago
I opened a PR with a simpler example patch; Unfortunately, it seems to not work with mixamo rigs.
To load geometry in gltf, it must contain at least one SkinnedMesh. Also, the SkinnedMesh and Animation bone structure must match perfectly, as it does not include retarget processing.
For now, I'm using .glb output from Blender for everything, and as long as the bone structure matches, it should work with mixamo rig.
https://github.com/torinos-yt/VL.Choreo/assets/1170571/b70beac5-6a28-4e89-ac0e-99d78154117f
I tested with a mixamo rig, but I can'y get it to work. Initially, I tried embedding the animation and downloaded the rigged character and the animated skeleton separately.
Here is a Blender scene where I import all the assets, and everything seems fine.
https://github.com/torinos-yt/VL.Choreo/assets/1170571/3d597b9f-2028-4490-978b-f71542e14255
You can check the latest commit from my fork to reproduce.
strange... I did get an error from your patch, but by importing the glb that was used into blender and then exporting it back into glb again, it worked fine.
https://github.com/torinos-yt/VL.Choreo/assets/39491165/9b9eb80f-becb-476c-913f-c2687924d88d
I am using blender 3.5.1 at this time, how about you? Or can you upload your .blend somewhere?
I tried the output in blender 3.6.5 and found that the Optimize Animation Size parameter gives me an error.
For now, leave the issue open, I will add this to readme.
I'm on Blender 3.6.5. Thanks for checking... I wasn't aware of this new feature of the gltf exporter...
I'll reset my fork to the simple example. I didn't mean to add the last 2 commits to that PR or redistribute mixamo character.
I'll take this opportunity to ask you, how did you import the Acclaim ASF/AMC into Blender > 2.9?
Thanks for sharing your work; I missed GLTF support in Gamma.
I edit and retargeting in houdini before blender.
This looks very interesting! Was there any special asset prep needed?