MotionVAEs-WebGL
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possibility to use glb rigged Avatars
Hey,
this is awesome work! do you think its possible to use a rigged SkinnedMesh Avatars Bones? like the Avatar are created on https://fullbody.readyplayer.me/ the result glb has the rigged bones
I've never done rigging, so don't know what the process is. I think it should be possible. What do you need to rig the character model? Joint positions and orientations?
i can create a small demo to show to set the bones position/rotation with THREEJS the model is rigged with the bones and this bones can be transferred by position/rotation
i think this is a good example https://threejs.org/docs/#api/en/objects/SkinnedMesh
and here a small not complete example with Inverse kinematic https://glitch.com/edit/#!/dashing-floor?path=cool-file.js%3A1%3A0
@belinghy is this the right way to look at this?
I couldn't understand the code you linked, because I'm unfamiliar...
But from the three.js skinning and blending example, it seems the animation is driven by these lines of code. Each joint needs a time-series of positions and quaternions.
Position and orientation is part of the MotionVAE's output. The pose
variable here is an array of size 267.
- 0-3: Change in root position (x,y) and facing direction (yaw)
- 3-69: Joint positions (x,y,z) for 22 joints
- 69-135: Joint velocities (x,y,z) for 22 joints (not needed)
- 135-267: Joint orientations in form of rotation matrices. Only first two columns of 3x3 matrix, so 6 numbers each joint.
Unfortunately I don't remember the order of the joints, so it'll take some time to plot the positions and find the corresponding bone in your rig. Hopefully this is helpful.