gltf-extensions
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GLTF Rigged Avatars with NLA Animations – Unsolved Challenges
Current successful working process:
- Rigged avatar creation.
- Imported into Mixamo.
- Export one skinned and xx unskinned animations.
- Import all into Blender.
- Save skinned avatar with all animations (Mixamo or other) through NLA process.
- Export as GLTF.
- Import into a world that accepts GLTF avatars. If world allows, animations can be called by animation name. Calling animation wildcard plays all animations at once.
CHALLENGE: appending additional animation with/without prop in an environment.
Example One (with prop): Avatar walks up to a table and sits (internal animation). Touches a coffee mug, picks it up and drinks (external animation)
Example Two (without prop): Avatar attends a music event and dances (internal animations). When the musician plays the Macarena, Avatar touches dance ball and chooses the Macarena Dance (external animation).
Discussions on topic have included possible avenues:
- animated skeleton (skinned with prop) appended to original skeleton or root?
- animated skeleton replacing existing skeleton within gltf (prop appended to specific bone).
- import/export problem • Blender exporter? • GLTF importer? • three.js bug?
** could solution already exist but not properly executed somewhere in process chain?
CHALLENGE: In order to make the above work in a generalized manner, Bone Mapping/Name Standardization/Scaling must also be considered:
- How many bones?
- Bone names?
- Mapping API to identify 1) and 2) above?
- How to apply adopted GLTF standards to any avatar – including the Mixamo skeletal animations.
- Scaling of unskinned animations to match current avatar size.