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Morph geometry And Character Actions without Bone In ShaderBuilder


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flow this topic if you want make dynamic character reaction 

i start with simple actions and we can manage all we need


All Process in GPU and you can control that with send a little parameters

About Your Size : you just need a few more Textures

you can define unlimited parts for manage

Disadvantages :

You can not have correct Collision in CPU

take Time To Make Color full Parts and work with 2d Texture on UV map

you need some helpers point for manage rotate parts

need a little more mathematical

no documentation for yet( right now it is on process i make samples in PG and write a documentation :)


anyway :







3d Model in here http://tf3dm.com/3d-model/puo-90513.html (thanks for @ 3dregenerator )

move to BABYLONX : http://www.babylonjs-playground.com/#1TYWYB#35


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Looks very promising. Got a few  questions (as I am a newbie in those fields) - 

What is the difference between that and bones? Is this actually "bones without bones" kind of approach?

I guess I can wait for the documentation, but - how do you get the points you want to animate? you wrote in the PG "you can find it in 3d appllications helpers or set it your self", but what exactly are they?

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hi  @RaananW  

i see when we rig the geometry in Maya or Bones in Max We Select Vertex for Bone and define move and rotate and scale to bone

in this sample we do that but we don't have bone we have solid object and Vertex Color like Texture and use that for change vertex position we can say "bones with texture"

for Point i find that with my personal Tools ( for make material  and you can select your bones coordinate i share that too after finish ) all bone rotate around a point(center of rotation )

you need look benefit and  Disadvantages   for choose shader bones or Cpu bones.

but this is very flexible after you build :)





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I'm wearing-out my LIKE button.  Well done, Naz!  Oh my god.  This opens up a whole new world of demented mad-scientist experiments.  (Wingy wears his Pixel Alchemist apron and steps-up to his workbench)  :)  Party time!  (Wingy clamps our poor dinosaur into a bench vise, and starts poking it with a stick, under a bright light)  Fun !

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4 hours ago, NasimiAsl said:

you need look benefit and  Disadvantages   for choose shader bones or Cpu bones.


I was pretty sure that bones were calculated on the GPU! Are you sure it is a CPU? Isn't that what this - https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/ShadersInclude/bonesVertex.fx is doing?

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yes but it

58 minutes ago, RaananW said:


I was pretty sure that bones were calculated on the GPU! Are you sure it is a CPU? Isn't that what this - https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/ShadersInclude/bonesVertex.fx is doing?

all movement matrix calculated in cpu  

but in ShaderBuilder we r not any data or calculate in cpu side 

we don't make any bones matrix  array anywhere and i don't say this better than bones but  i 100% percent sure this is very flexible after you build :)  check this http://www.babylonjs-playground.com/#1MKCIY#10

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16 minutes ago, RaananW said:

Don't get me wrong, there is not criticism here :) I just want to understand the differences.

Love the demo! I can see how this cannot be achieved with bones alone.

Oh, and please don't explode any more dinosaurs, they should be preserved for the future.

sorry my bad writing i am not good to English and i have to Explain What i do (90 percent  my Ideas is not like Common methods ) i am glad for i can talk with BJS Members thanks

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50 minutes ago, Dal said:

This looks cool, although I don't really understand how to use it... 

ShaderBuilder Born  Less than a Month I am work on to make it Easy But Some stuff is very complicated  i try find someone for work  with me on it

but  i wait to finish first version with document.

this is tools for make a shaderBuilder  

but i need time .

in last i think we don't need make a any material in source and my recommend we just make geometry after that and make all material with this 


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i make 

18 hours ago, Dad72 said:

This seems extremely complicated to use and understand.

Do with bones seems more direct and easy, but cheers for your demos, the result is cool.


i try to make it less complicated


  .Nut('result.x*255.',               // red color ( get from texture before Line)    
     { frame:'sin(time*0.01)',        // action speed 
	  bones: [
	 { bet: '< 150.', center: 'vec3(0.,3.95,0.2)', rotation: { x: '30.' } },
     // bet : color condition  , center: point of rotate ,    rotation angle
	 { bet: '< 140.', center: 'vec3(0.,3.5,0.4)', rotation: { x: '30.' } },
	 { bet: '< 130.', center: 'vec3(0.,3.5,0.6)', rotation: { x: '30.' } }
      array: ['pos', 'nrm'] })       // change position and normal after rotate

    .VertexShader('result = vec4(pos,1.);') // make last result for Vertex Shader

not commit this part (on the progress)

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