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avatarcreator's Introduction

Getting Started with Create React App

This project was bootstrapped with Create React App.

Available Scripts

In the project directory, you can run:

npm start

Runs the app in the development mode.
Open http://localhost:3000 to view it in your browser.

The page will reload when you make changes.
You may also see any lint errors in the console.

npm test

Launches the test runner in the interactive watch mode.
See the section about running tests for more information.

npm run build

Builds the app for production to the build folder.
It correctly bundles React in production mode and optimizes the build for the best performance.

The build is minified and the filenames include the hashes.
Your app is ready to be deployed!

See the section about deployment for more information.

npm run eject

Note: this is a one-way operation. Once you eject, you can't go back!

If you aren't satisfied with the build tool and configuration choices, you can eject at any time. This command will remove the single build dependency from your project.

Instead, it will copy all the configuration files and the transitive dependencies (webpack, Babel, ESLint, etc) right into your project so you have full control over them. All of the commands except eject will still work, but they will point to the copied scripts so you can tweak them. At this point you're on your own.

You don't have to ever use eject. The curated feature set is suitable for small and middle deployments, and you shouldn't feel obligated to use this feature. However we understand that this tool wouldn't be useful if you couldn't customize it when you are ready for it.

Learn More

You can learn more in the Create React App documentation.

To learn React, check out the React documentation.

Code Splitting

This section has moved here: https://facebook.github.io/create-react-app/docs/code-splitting

Analyzing the Bundle Size

This section has moved here: https://facebook.github.io/create-react-app/docs/analyzing-the-bundle-size

Making a Progressive Web App

This section has moved here: https://facebook.github.io/create-react-app/docs/making-a-progressive-web-app

Advanced Configuration

This section has moved here: https://facebook.github.io/create-react-app/docs/advanced-configuration

Deployment

This section has moved here: https://facebook.github.io/create-react-app/docs/deployment

npm run build fails to minify

This section has moved here: https://facebook.github.io/create-react-app/docs/troubleshooting#npm-run-build-fails-to-minify

avatarcreator's People

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avatarcreator's Issues

Add non-NSFW default model

Accidentally caught some folks off guard at the OMI Developer hour today with the default model in this project ๐Ÿ˜… I'd suggest having a less risque default model and default clothing choices.

The project itself is looking great though! Nice work!

Combine all VRM assets into single skeleton

Right now the export contains multiple skeletons. We really want all of our assets in the final export to be assigned to a single skeleton, and for the final file to only have one skeleton. This will hugely reduce file size.

Feature request: randomizer

Randomize is a common feature across character creation programs, it'd be worth exploring a way to do this in avatar creator

Clean up dead code and refactor state

Lots of dead code, and state is currently a bit messy. For a production release we need to go through and make sure we've cleared any dead files, dead code, consolidated everything as tightly as possible.

Character should be in idle pose and have a basic animation idle loop playing

Currently character is in T pose. Should be in an idle pose and animated. We can get free poses from ActorCore, hopefully we don't need a whole retargeting thing.

This can be very complicated. If we have animation matching the character (which is rigged using Reallusion skeleton) then this is not so hard, but if we don't we need a retargeting solution.

I think that the best approach is to integrate Ossos and use the retargeting example provided here:
https://github.com/sketchpunklabs/ossos/blob/main/examples/threejs/003_retarget_and_springs.html

We might need to make a new retargeting profile for Character Creator character, since it is different than Mixamo rig which is generally standard.

image

Move Metadata to configurable JSON with a default and override

Currently we are handling metadata inside the mint function. This isn't extensible or easy to change, so we should make it a separate JSON config

We also need to make sure the that if we are using IC we conform to the popular metadata conventions, separate from ethereum

image

Clothes not fitting characters properly

When the characters were loaded in as GLB they worked well. We've imported them as VRM and they were facing backwards. After fixing that, there is still an issue where the models are more forward than they need to be. They should behave the same as the base character.

Fix broken style

We have removed .scss / .css to simplify the codebase and make a React-only component. However, a few things got broken and don't look great, and need to be fixed.

Move files from S3 to an IC canister (as an option)

Right now our base assets are hosted on AWS. We should host them on the IC, this could be as simple as hosting them inside of the canister that holds our app, but we don't want to commit these assets to Git

image

Bake and remove body morph targets

Right now we are holding morph target data to morph the clothing to fit each body.

When we export the model, we want to make sure that the morph targets are baked to final position and removed-- they add massive amounts of data to the final file.

We want to keep blendshapes on the face, so we are just removing these additional modifier morphs that the character creator uses. The only morph targets remaining should be on the face, and they should only be on the head.

Move DFINITY support to .env var to enable/disable

Currently we are using DFINITY stuff but we want this to be totally optional. We don't want users to need to dfx deploy before launching.

  • Add .env var for USE_DFINITY
  • Dynamically import dfx/dfinity/etc into js code
  • Test with and without env var

Atlas final textures together

https://github.com/oguzeroglu/TextureMerger

We will need to think about things like--

  • Making sure all of our textures fit on one atlas and there is no wasted space
  • Making sure more important parts get more space, or is UV proportionate
  • Transparency objects are separated into a separate material

End ideal would be a single material and texture set (diffuse, normals, other PBR if contains)

Skin Tone Swatch Selection

Right now we have a light <-> dark slider

Doesn't look great

As @fire suggested, a palette of nice skin tones would probably be better (ReadyPlayerMe does this)

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