Closed remiwu closed 3 years ago
These are all hard questions.
Thank you for your reply!
Looking forward to your reply. Thank you very much!
are you using open3d==0.9.0?
Thanks for your help!
After I installed the correct version of open3d, the second and third problem was solved .
However, when I used the original obj as _ori.obj file, which wasn't remeshed, the effect of skinning is not so good as _remeshed.obj.
As for the first problem, when I imported the fbx to maya, there were always a lot of messy lines. And I haven't found the way
to see the rig of fbx. T^T
Hi, our networks are trained with remeshed objs, and work for models with 1K-5K vertices. We then immigrate the predicted skinning weights to the original mesh based on nearest neighbor. I would not suggest directly use the original mesh with arbitrary number of vertice. The wires are joints. You can adjust "joint size" in Maya.
Hi, I am trying to run the maya_save_fbx.py, gen_dataset.py, and quick_start.py and I'm encountering some problems as follow:
1.I used maya_save_fbx.py to integrate ori.obj and ori_rit.txt. The bones in the fbx generated are different from the bones in the fbx provided in quick_start file, especially the end orientation of the bones, as shown in the following figure ( take 2586_ori.fbx as an example, the left is provided in quick_start fbx, the right is generated by me ).I don't know what caused this difference and whether it will affect the animation generation.
Traceback (most recent call last): File "c:/Users/Remi/Desktop/git_project/RigNet/gen_dataset.py", line 168, in <module> genDataset(0) File "c:/Users/Remi/Desktop/git_project/RigNet/gen_dataset.py", line 122, in genDataset skin = rig_info.joint_skin[vert_remesh_id] IndexError: list index out of range
3.The skinning effect generated by my own model is not very good. For example, when I rotate the base of the left leg, many unrelated vertices are moved, or when I rotate the right arm, no vertices are moved.
How can I fix these? Thank you~