Jump to content

Search the Community

Showing results for tags 'morph targets'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 2 results

  1. Hi All, Asking these questions now could save me weeks of trial and error. Any advice would be much appreciated. Essentially, I am creating a humanoid dancer whose animations I will need realtime control over, at least in terms of sequencing them. I'm using Blender to create the humanoid, but the animation part can either be done in Blender or directly in BJS. I've already started going through the forum to learn what works and does not work with Blender exporting so I will try to not ask too many questions that already have answers (I might fail at this). Here are questions that I think will help guide me to make smart choices: * I think it's important to note that I only need to import my mesh (and potentially the armature/animation, if I go that route). I do not need to import any textures, cameras, lights or environment. The Morph Target Option 1. If I use BJS Morph Targets should I export my humanoid mesh in various positions so that I end up with say 8 OBJ or Babylon files for import? 2. If I use Morph Targets is there any benefit to using the Babylon export format over using OBJ, glTF or any other format? 3. Hopefully I can pose my mesh with rigify armature and then delete it so that I'm not unnecessarily importing the armature as well since I'm just doing Morph Targets with this option, but if anyone has experience with this, any advice would be much appreciated? The armature (with Rigify) Option 4. Are there any new features with BJS 3.0/3.1 I should know about (that aren't documented fully yet) if I go the skeletal armature route? 5. Is the Babylon export format the best way to import my mesh with armature? Last two questions (and thanks for bearing with me) 6. The Blender Babylon exporter gives an error when I don't have a camera in my Blender scene. Is there any reason I need to include a camera? I'm planning on setting that up in BJS of course. 7. I've done some preliminary tests on exporting just my mesh (it has multiple sub objects, but no armature) from Blender with the Babylon exporter and sometimes I see a series of errors. Picture attached. If anyone has experience and is familiar with these errors any words of wisdom would be appreciated. I will work on trying to make (if possible for my needs) my total mesh just one mesh instead of having multiple parts to simplify my tests. I realize I'm asking a lot here so please feel free to respond to 1 or more questions or none, if you are busy : )
  2. I have a human mesh and I'd like to easily change the facial expression on the mesh. I'm trying to find a program that will let me do that without having to move the vertices myself. I had a play with Daz3D. It works well. All you need is to make sure your mesh has the same topology as one of their figures (like Genesis 8) then you can use all the facial morph tools to change its expression. It just works. Unfortunately Daz3D licensing doesn't allow people to use a derivative of their model for commercial purposes, so I need to find something else. I will probably switch to using Makehuman meshes but I'd still need a tool that will allow me to change facial expressions of my Makehuman-type mesh
×
×
  • Create New...