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Showing results for tags 'bones mocap'.
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Retargeting skeletal animations at runtime
JCPalmer posted a topic in Questions & AnswersAs 2.3 has entered beta, thought I now would be the time to pitch a minor change I think would help others using a Kinect scanner as well as myself. I would like to add a public length : number to BABYLON.Bone before there is a final print of 2.3. I have already found the blender property and am writing it, in a non typescript way in TOB. var B = BABYLON;var M = B.Matrix.FromValues; . . .skeleton = new B.Skeleton("Jim", "0", scene);bone = new B.Bone("Hips", skeleton, null, M(1,0,0,0,0,0.8996,0.4368,0,0,0.4368,-0.8996,0,0,34.597,1.3635,1));bone["length"] = 3.4913;I am not sure this is what I need, but blender does have it and the values look believable. Making it an official property, and making it a part of Parse() would mean it could also be in a .babylon file. There is another topic on kinect / mocap, but it is now running into pages. I thought since I was talking about an actual change to BJS, it should be part of the opening post. Would have to be optional, since I only do blender, but anyone wanting this for another exporter could always fork / PR it.