Comments (5)
Use ea's dembones to bake facial blend shapes from 0 .. 1animations
You can directly multiply the vertex values into the mesh to remove the blend shapes.
VRM meshoptimizer will use a delta encoding in gltf. https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#sparse-accessors
Please attribute I and V-Sekai if you make use of these suggestions.
from avatarcreator.
See #35 (comment).
from avatarcreator.
Use ea's dembones to bake facial blend shapes from 0 .. 1animations
Very interesting, my only concern would be the VRM mapping/support of face blendshapes, has this been demonstrated anywhere or do you see any problems with that? My reservation with implementation would be introducing a server side component, we'd need to wasm it... probably not a 0.1 thing -- if there is a performance improvement I'd like to think about this for Webaverse tho
VRM meshoptimizer will use a delta encoding in gltf. https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#sparse-accessors
This is very helpful to know
from avatarcreator.
@all-contributors please add @fire for ideas and research
from avatarcreator.
I've put up a pull request to add @fire! 🎉
from avatarcreator.
Related Issues (20)
- Mint to IC HOT 2
- Add README for setup, getting started for beginners with dfx, and deployment
- DRACO compression for VRM HOT 3
- Split heads with morph targets / blendshapes and remove from body to reduce model size in VRMs HOT 1
- Move Metadata to configurable JSON with a default and override
- Add proper lower menu option for body types
- Move DFINITY support to .env var to enable/disable
- Combine all VRM assets into single skeleton HOT 1
- Atlas final textures together HOT 1
- MeshOptimizer on bake
- Can attempt to port to wasm HOT 2
- Skin Tone Swatch Selection HOT 4
- Initial assets not cleared by overlaid assets HOT 1
- Add eye color HOT 5
- Fix broken style HOT 27
- Clean up dead code and refactor state HOT 1
- Add tutorial HOT 1
- Add non-NSFW default model
- Feature request: randomizer
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