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ozRocker last won the day on July 23 2018
ozRocker had the most liked content!
About ozRocker
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Advanced Member
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http://www.punkoffice.com
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Melbourne, Australia
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ozRocker reacted to a post in a topic: Hiring for HTML5 Simulator of wind driven blades for Energy Generation
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Woh! I had no idea BabylonJS had that kind of functionality. Ok I got this. Prepare to see something awesome soon!
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Does anyone know if this would be possible? I know someone brought this up before but it was regarding SysEx messages from a MIDI track. I'm talking about playback from an MP3 or WAV file. I know its possible to detect beat in songs by analysing the bass frequencies. There's gotta be a way to implement that in a .babylon animation. Basically I'm trying to get dancing animations synced to the beat of music.
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I've been experimenting with a tool for shoppers so they can create their bodyshape in realtime and see which clothes fit them (whether that's a viable platform or not depends on the what the shoppers think) Here is the LIVE demo: https://punkoffice.com/bodyshape There was a bit of stuffing around to make this work. I had to separate the body-parts into polygroups. To do this I needed to add code to the Blender exporter so it would export vertex groups. Then I added code to the Babylon.js library to be able to parse the vertex groups from the exported JSON file. I've got a base model and an overweight model and I'm basically morphing polygroups from base to overweight. The girl was a housemate that I scanned but her bodyshape is a female from MakeHuman http://www.makehumancommunity.org/. The overweight morph target was also made in MakeHuman. I use Wrap from these guys https://www.russian3dscanner.com/ so I can change the topology of my scans to another topology (in this case, the MakeHuman avatar). This is all done via the CPU. Maybe a better coder than me can get it working on the GPU.
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I finally got off my lazy ass and implemented a solution. You can see the result here: preview.punkoffice.com/bodyparts I altered the mesh.py file of the Blender exporter to parse the vertex groups. If anyone wants to see the code changes I've attached my version of mesh.py. The bits I added have # _NEW_ before the code. I'm not great at Python so maybe it can be improved. @JCPalmer this might be of use to you if you want to incorporate vertex groups. So the extra JSON in the .babylon file looks like this: "vertexGroups":[{"name":"waist","id":"waist","indices":[4053,4054,4055,405, etc....]}] In the Babylon.js code in the Mesh.parse function I added this ( @Deltakosh if you want to incorporate vertex groups you can use this) // Vertex groups if (parsedMesh.vertexGroups) { mesh.vertexGroups = parsedMesh.vertexGroups; } I also had to add a new function to find the vertex group: BABYLON.Mesh.prototype.getVertexGroupByName = function(vgName) { for (var i=0; i<this.vertexGroups.length; i++) { if (this.vertexGroups[i].name == vgName) return this.vertexGroups[i]; } return null; } I'm not sure if this is the best way so feel free to ignore if its not efficient, but it works for my needs. mesh.py
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[SOLVED] CreateScreenshotUsingRenderTarget with particles
ozRocker replied to ozRocker's topic in Questions & Answers
OMG I found the actual problem! I set visibility to my particle placeholder meshes to 0. RenderTarget won't pick up particles if the placeholder mesh isn't visible. Looks like I just need to find another way to hide the placeholder meshes -
[SOLVED] CreateScreenshotUsingRenderTarget with particles
ozRocker replied to ozRocker's topic in Questions & Answers
Well it works here https://www.babylonjs-playground.com/#WBQ8EM#25 I'll try it in my local environment and if that works I'll tick this one off -
[SOLVED] CreateScreenshotUsingRenderTarget with particles
ozRocker replied to ozRocker's topic in Questions & Answers
Does that mean particles will eventually show up when I use CreateScreenshotUsingRenderTarget? I tried with v4.0.0 alpha-7 but its not there yet. -
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[SOLVED] CreateScreenshotUsingRenderTarget with particles
ozRocker replied to ozRocker's topic in Questions & Answers
Nice! That is the ultimate playground test -
Thank you @JCPalmer I got it working now
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ok, it looks like there is something different between the avatars that's causing the problem. I made a new playground using 2 different avatars and they are synced perfectly. https://playground.babylonjs.com/#BCU1XR#191 I don't have access to the original files so I'm trying to find a way to fix up the sync with Babylon.js code Edit: The animations are for skeletons with 62 bones (fingers and toes in there). Some of the avatars have a different number of bones because they might not have the same number of fingers/toes. If I use copyAnimationRange like that it will complain about different number of bones, so I wrote a function RemoveExtraBones that will remove the bones in the animator's skeleton that don't exist in the avatar's skeleton. In the 1st playground the bearded guy has 62 bones but the 2nd guy has 38 bones and the result is out-of-sync In the 2nd playground they both have 38 bones and the result is perfectly synced. Could number of bones have something to do with the speed? Edit edit: https://playground.babylonjs.com/#BCU1XR#192 Number of bones doesn't seem to make a difference. I made sure they both had 38 bones but it didn't help
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Did you mean the FPS of the animation files or the FPS of the avatar files? In this example I'm using just the one animation file and copying that to the avatar skeletons so those animations should have the same FPS
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Here we go: https://playground.babylonjs.com/#BCU1XR#190 2 guys with the same animation applied. One guy breakdances faster than the other guy. How can I make them dance the same speed?
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Not sure if I'm doing something wrong, but I can't get this working with skeleton animatables. It only accepts animation objects.
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You are correct, which is why I mentioned all the platforms I used to create a registration form. However, the framework that I built is for commercial purposes.