This and more mocap's plz. Keep going! The multiple animation export to glb saves me a ton of time. This is great! Combine this with ArmorPaint and you're almost there. Blender is great but it's so heavy.
Great job.
"map out" - do you mean you want to digitally design tree houses?
Suggestion to help with this: Instead of starting with a blank slate, start right at the end of the process with the human model loaded and animated, then the user can go "back" and change things once they've seen the kind of results they can get.
Man is a featherless biped
- tantalor
I've been working on a cybercafe simulator with Three.js and codex and animation is hard to get right
But a very nicely put together repo. Good job.
I'm starting a new project, I may have to use this tool in the next few months.
Keep in mind most motion capture files are considered live-performances, and must be licensed by the original rights holders:
https://www.mocapclub.com/Pages/Library.htm
https://github.com/MattiasFredriksson/io_anim_c3d/releases
This project sort of works for basic mocap (calibration needs ChArUco board):
Or if you have the resources and athletic actors around:
Or for student projects could try:
Hope you make something awesome and fun =3
There's an open-source plugin that does surface-based heat diffusion and also this really clever voxel solution: https://superhivemarket.com/products/voxel-heat-diffuse-skin...
raincole•13h ago
And for people inevitably asking "why not Blender," my answer is that the field of 3D content creation is so vast that some people need "gateway drug" like this (and SketchUp, and Daz3D, etc) before trying to throw themselves into Blender/Maya/Houdini's throats.
fleischhauf•13h ago
d0100•10h ago
It's really hard having to be a 3D modeler, animator, art director, developer and having good enough taste to know you're never going to have the time to build what you find acceptable
AgentMatrixAI•8h ago
The trickiest part is really using 3D and it comes with lot of extra scoping you normally take for granted: animation, uv texture, rigging for humanoids, making sure stuff doesn't clip through etc.
Still learning Blender but its very slow. I haven't tried the MCP for it yet but I want to get proficient at it to be able to produce psx graphic models and textures...
echelon•2h ago
This person related that in the years prior to this one, artists were essential members of every Game Jam team. Getting art for the games was the hardest, most limiting step. Without an artist, the games were limited in scope. Not every team could get an artist.
This year, many teams didn't have artists at all, and yet they were able to create more complete games with good looking art assets.
This isn't "firing" artists. This is making engineers more effective.
I work in the video space now, and I can't even begin to tell you how effective AI models make editors. It's like a super power.
scottpetrovic•12h ago