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Showing results for tags 'Morph'.
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I've just finished the morphing demo that I've been working on. Thanks everyone for your input! (especially @NasimiAsl who is the grandmaster of shaders) What I'm trying to demonstrate here is morphing not just vertices, but textures as well. I got this idea from Wrap3 which has this feature. This is important with faces because redness and wrinkles will sometimes appear when you tense your face. Unfortunately there is no built-in feature to do this but we were able to pull it off with some extra shader code. I would've loved to add some specularity to the skin but I couldn't figure out how to do that with the custom material. I know this is extreme detail but its a good test. If the player is in the distance then it wouldn't be necessary. I added a "Powered by Babylon.js" sticker so everyone knows that Babylon.js can do cooler stuff than Three.js hehe Feel free to use the source code. http://punkoffice.com/facial
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Dear, All experts I want to create a character creation system like Saint Row game. The Saint Row system allow me to adjust size of each part of the body, such as chest size, arm muscle, legs and arms length. I did some research and the internet said about "Morph" technique. but I still don't understand about what this technique is about, how to do it? how to apply to be used in Babylon? Some said I have to use Blender or 3ds. The information that I got seem to be overwhelming ,but it is like a jigsaw that I don't know where should i begin first. ***Sorry,if i post in the wrong forum or category Thank you in advance
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QUESTION: How to animate many things? GOAL: review ALL types of Animation Options available. Reduce various animations into Patterns or Templates or MINIMUMS. There are great docs on this... what follows are the practices of each. RESULT: Animation-Type-Templates Examples: - eyes to look at stuff - mesh.lookAt() - a generic low-poly arm to grab stuff: bone animation - scene.beginAnimation() import from blender. - a generic IK arm - constraints - a morphing eyebrow - morph targets (minimum). - interpolate - random attributes like color, or opacity - a motion path - Blender Animation Ranges like: idle, jump, attack, die, win ADDITIONS: - Bone Animations - Review from docs - mesh.spinTo(), moveTo(), scaleTo() - Dynamic Animation (powerful?) - BABYLON.Animation.createAndStartAnimation() There are a ton a great resources on all of these. Point is: They are all different Animation Types. Highlighting the tricky spots, referencing solutions, and... the great docs and playgrounds that already exist. UPDATE: a long list of successful blender animation export examples below.
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- lookat
- interpolate
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Is it possible to morph textures along with the mesh. In my video I'm using blend shapes from one shape to another but also morphing between textures. Just wondering if this is possible with Babylon.js
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I can't get importmesh to acknowledge my morph targets. They turn out as NULL. But if I use BABYLON.SceneLoader.Load the morph target is there. Am I doing something wrong or is the morph target code missing from importmesh? Here is the playground I'm working on: https://playground.babylonjs.com/#BDG7ME#7 I should have a pouting morph target for the girl's face.
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Whoa! Okay, there are two parts to this. Case/Issue 1: Scene picking info for animated rigs only obtains picking information from the first frame of the rig animation. I've setup a test case, http://jsfiddle.net/7x0nkh0g/3/ , where there's this cube that is being animated and moved by this bone. You can click on the cube to change it's colour between green and red. Clicking only works if you click on the mesh where it was at the first frame of animation. Doesn't canvas picking info casts a ray into the scene and looks for active faces everytime? It appears that it's using the first frame of the rig as if it was not being animated at all. This issue occurs from files exported from both Babylon and Tower Of Babel exporter from blender. Case/Issue 2: Using the Morph Extension (ver 1.1) and Tower Of Babel to import and animate shape keys created in Blender, on a mesh that also has skeletal rig and animation, morph shape offsets are relative towards the Rest Position (edit mesh position in Blender before the mesh has been set to a pose by a rig). Using the previous jsFiddle example: http://jsfiddle.net/7x0nkh0g/3/, clicking on the blue circle morph's the cube's shape into a pyramid. Only the top four keys are morphed. Notice how the top four keys try to move towards the rest position of the original mesh instead of following the translated skeletal rig's first frame. After discovering this, I created another animation rig but this time, I set the first frame of the rig to match the original rest position of the mesh and then have my usual looping animation after that. In Babylon, I then set the rig animation to skip over that first frame. This is sort of a work-around but it actually works! See: http://jsfiddle.net/7x0nkh0g/4/ The cube is being morphed to a pyramid correctly now, while still being animated by a skeletal rig. I've only tried this trick out on the test case. Can't wait to try it out on my facial shapes on top of a skeletal animation. I read in some old threads that JCPalmer might have a working copy of the Morph Extension version 1.2 hasn't been released? I'm getting depreciation messages from BJS using this old Morph Extension: "BJS - [22:36:45]: Mesh.updateVerticesDataDirectly deprecated since 2.3." On a sidenote for those test cases I've created, if you click on the blue circle to morph the shape of the cube first, then you can't click on it to change it's colour later. JS gives an error "Uncaught TypeError: Cannot read property 'subtractToRef' of undefined". Click on the cube to change its colour first and then clicking the morph next works fine however. If you need the blender file, I've attached it. cubearmatureplusdeform.zip
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hi flow this topic if you want make dynamic character reaction i start with simple actions and we can manage all we need Benefits All Process in GPU and you can control that with send a little parameters About Your Size : you just need a few more Textures you can define unlimited parts for manage Disadvantages : You can not have correct Collision in CPU take Time To Make Color full Parts and work with 2d Texture on UV map you need some helpers point for manage rotate parts need a little more mathematical no documentation for yet( right now it is on process i make samples in PG and write a documentation ) anyway : http://www.babylonjs-playground.com/#1MKCIY#0 http://www.babylonjs-playground.com/#1MKCIY#1 http://www.babylonjs-playground.com/#1MKCIY#2 http://www.babylonjs-playground.com/#1MKCIY#3 http://www.babylonjs-playground.com/#1MKCIY#4 3d Model in here http://tf3dm.com/3d-model/puo-90513.html (thanks for @ 3dregenerator ) move to BABYLONX : http://www.babylonjs-playground.com/#1TYWYB#35
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- vertex managment
- trex
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Hello, I am quite new to Babylon JS. I was wondering if there is a way to morph the selected vertices on click. I read the documentation, and tried all their examples, but have yet to come up with a solution. So far I have this code below. scene.onPointerDown = function(evt, pickResult) { if (pickResult.hit) { // code for mophing selected vertices here. var chosenMesh = pickResult.pickedMesh; } } I am stuck right at this point. I did some console logs and chosen mesh seems to select the entire plane. I also tried pickResult.faceId and it gives me the Id of the selected face, however, I am not sure how I can edit this particular face on the height map. Any ideas? Or examples? Thanks for your help.
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Hello fellows! I've been working on my school project, as I've mentioned before somewhere, and I'm taking a break from terrain generation, and getting back to importing some models as meshes, but I've found something I can't get through. Namely, I'm trying to use some files as models acquired from http://www.ro.me (because these are the cutest, and they fit my needs), but the problem is that they are in three.js' format, and I've devoted my time to implement this featurette in Babylon.js. The problem is, that I need my models animated, and the three.js format (in my case) uses mesh morph animation. That is practically a keyframe based animation just like the skeleton animation in babylon, but no skeletons, instead all the vertices for all keyframes. Is there any support for such things (I'll do the format conversion) in babylon? Or can you think of a clever workaround, given you know all the hidden bits of babylon? If you deem my case unsolvable, can you suggest a place where I can browse for animatable models (with bones for babylon then)? Thanks in advance, Alex