Pleasantly surprised to see a project like this without genAI nowadays.
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.
Having the skeleton be auto-deduced (through the ML or otherwise) would've been a very natural fit here as a feature. Knowing that it's basically possible to do, selecting the skeleton type and then adjusting it manually, joint by joint, seems ... archaic?
I can see this being huge for 3d-printing. Apply on a sculpted .stl, reposition and download/save the new pose. There is already stuff in Blender to do stuff like that, but Blender is almost like a hobby in itself, just like the actual printing is like a hobby (to learn and master).
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.
This is cool! I was confused how to get going at first and didn't realise it was a step-by-step wizard I had to follow, plus I only watched the demo video briefly. I loaded the human then clicked around the main area and couldn't get anything to happen, and almost gave up.
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.
All in typescript too. Actually very impressive. Well, some webm videos and .glb 3dfiles but only the essentials it seems, the rest is all propper typescript.
Very nice project!
Thanks for making it open-source and very easy to use. I hope you'll find contributors and be able to get a nice collection of animations!
I'm starting a new project, I may have to use this tool in the next few months.
This is great! I've been using mixamo and really sion, but would just love something open source that does both the body rigging as well as the facial rigging and lip syncing. It'd make life so much easier
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[ 2.8 ms ] story [ 38.4 ms ] threadAnd 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.
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.
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
https://x.com/AgentifySH/status/1981761490274464068
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.
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...