Mazax Posted October 24, 2016 Share Posted October 24, 2016 Hello everyone! I'm working on a BabylonJS project and having problems with the movement of the 3D-model. I have used tens of hours to find a solution with poor results. The projects goal is to get 3D-model/avatar move according to the movement data from Kinect-sensor. I'm using a C#-server to send Kinect data through WebSocket to JS and BabylonJS for visualization. The problem what I'm having is that I don't know how to correctly move the model. BJS documentation seems to focus only to ready-made animations and not to the manual deforming of meshes with skeletons. I've moved and deformed the skeleton in BJS, but cannot get the meshes to move with the skeleton. Everything works fine in Blender (moving the skeleton deforms the mesh), but not in BJS. I've also tried to make custom animations for the skeleton in BJS to animate the model frame by frame with the data, but it's so complex I'm having a hard time understanding it (with no proper tutorial). What is the correct way to manually deform models with skeletons in BabylonJS? If the right way is to make custom animations can you help me understand how to build an animation for a skeleton in BJS? (I'm familiar with the BJS tutorials and documentations for animating meshes with no skeletons). My previous post about the problem Here is a bit creepy custom animation I'm working on. (How to delete the ready-made animation?) Here is one debug-model I'm using. How to make skeleton animation from scratch if your model doesn't have one? Thank you for your help. Mazax Quote Link to comment Share on other sites More sharing options...
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