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Best-practice workflow to go .. #5
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Hi Wolfgang for format blender can read and export .bvh but yes find the good workflow to export correctly you have to experiment, try ...µ mixamo have very good stuff and i think you can take .fbx model for a motorcycle driver you don't need complex animation ;) |
Hi Laurent, thanx for your fast reply ! if I understand you correctly,
Concerning mixamo, I found this guidance ..
Yes, I will use glTF, this seems to be the most promising format between Blender and threejs Now, why do you use the sea3D format .. ? Did you develop the bvh's by yourself (sea3D Studio), or just use them (e.g. from http://mocap.cs.cmu.edu/) .. ? I will have a look at the "moto_akira" ..
I think, my motorcycle driver will not be going physically (too much CPU greedy), The hardest thing will be modelling the interactions between motorcycle and driver:
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Yes you should use blender to do animation and use good example you find. i use sea3d for long time and is far more compact |
moto_akira There are maybe errors in: http://lo-th.github.io/Ammo.lab/#basic http://lo-th.github.io/Ammo.lab/#moto_akira Should I post the logfile (chrome, i7-3770 HD440) ? |
updated i remove sky to more simple environnement intel 440 is not make for 3d for sure but this demo work on samsung s8 so... |
Hi Laurent, many thanx for this quick fix !! Now this clearified my implementation path much more:
Concerning format decision (SEA3D vs GLTF), May I ask, what ->you think about it: glTF yes or no: .. ? |
sea3d is more compact but not many is use same lzma compression but glb have more info to store ? for sure you need to make optimisation of model with less face as possible. map is someting can take very high MB |
As far as I know, there is no sea3D-Im/exporter available for Blender (or yes: .. ?), || kaneda model take 817 Ko / map take 7.33 Mo I would like to load the (reality) environment on a tile based and LOD basis, Well, I can take Openstreetmap/SRTM tiles, combine them with own 3D houses/model objects .. |
yes, no sea3d exporter for blender. but you can use sea studio to convers file from blender. map = images mapped on 3d object :) |
you should go with gltf/glb its standardizes Khronos format! for optimation and using basisU for textures use https://github.com/zeux/meshoptimizer |
Uhh sorry, I totally misunderstood you, That's why -on some on your examples- I first see the raw untextured model, || maybe you should start with a smaller project... BTW: where on your github repos, can I download the city environment maps, |
@arpu |
but is GTA :) my bike is better |
|| make gta in three.js is something hard to do . May I ask, what do you mean ..
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javascript is far less powerfull than c++ Making game is team work, there need lot of different skills, progammeur artist, game designer... webgl is more for présentation;, website, publicity... or you can start learn Unreal engine or Unity, but that's another level of programming. personnaly i prefert javascript because it's a simple language, at the base I am an artist. |
Yes for sure, JavaScript is an interpreted language, working on Pseudo-Code But these are the restrictions for any Web-App. I don't intend to master an (installable) "real game" ..
I wonder, if one could accomplish something comparable within reasonable efforts (i.e. with threejs) .. ? |
Hi Laurent, I really do not want to keep you busy unnecessarily, I walked through your (very impressive) demos at Ammo.lab-gh-pages,
(Maybe same origin/issue as reported already above with 'moto_akira') See logfiles .. |
yes is my sky shader |
As a personal study project, I try to implement (in next weeks)
a motorcycle + driver, driving over a bridge ..
One way would be taking mixamo stuff ..
But I found your avatar implementation path,
and it suits so much better.
Specially I looked at the 'Avatar preview' ..
Really easy to follow and go.
Now, my concerns:
(1) What's the intended or best-practice workflow to go ..
I could export the model-mesh (.obj), and import it into Blender,
if I want to modify the model to my needs.
(2) Should/Must I take the 'avatar'-armature,
if I want to develop my own animations/actions/bvh's
(3) I imported the walk.bvh into Blender ..
(4) May I ask: is there already an IK-featured (sort of "rigify") rig available for Blender.. ?
(5) A more general inquiry: What are your implementation aims, what features are you further planning .. (animated dress/suit/hair, lipsync, .. ?)
For sure, I would have many, many, .. more questions .., but let's stop for now ;-) !
Many thanks for this amazing stuff !!
Best regards, sorry for my humble english ..
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