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Feature request: shape keys/morphing support #142
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Hi, there's no vertex morphig implementation in ozz, which is how I understand your request. Of course it's interesting, but I think working on vertices is a different domain (compared to working on joints), in terms of data structures, compression, optimizations... I would also suspect that a lot of that work should be done on the GPU. Have you considered animating facial expressions with joints ? Cheers, |
Sorry for interrupting but I'm interested in this too. I'm guessing ozz may be able to support maybe related: |
Just importing the weight tracks should be sufficient. I feel this is off into the realm of things like phase-matching (which requires no changes, just ratio management and external data for where the phases are) where the onus is on the end-user and the only real requisite Ozz-side is to grab those weight tracks if they exist in the converter tools. |
Hi, If it's not vertex but animation morphing, then yes supporting weighted animations should help and be doable. To be sure we talk about the same thing, could you give a link to gltf specs that describes the weight animation channel? Is that it ? Ozz importer/converter already support animated float tracks. It is exposed via the "tracks" parameter in *2ozz tools. It outputs ozz::animation::Tracks that can be sampled at run time. The implementation is only available in fbx2ozz (and inspired by fbx node properties), as I couldn't find any similar feature on gltf specs. But the importer supports them, and "only" requires to overload track related functions.
Cheers, |
So I expect morph weights can be expressed as a float track in ozz, but it may be a bit tricky for ozz because glTF stores arbitrary number of morph targets, which equals number of
Maybe this discussion thread would help understand the spec. |
Hi,
I haven't found suitable job class for make facial expressions and etc (https://www.youtube.com/watch?v=ypRhJAfJXAc),
maybe I miss some building blocks for that?
How hard is to make such feature?
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