ozRocker Posted August 20, 2015 Share Posted August 20, 2015 I've been scanning a bodybuilder from New Zealand and I've put together an animation of her doing some kickboxing. I exported the animation from Blender for this one. Runs at 60fps on iPhone 6+. It should work on all browsers, if not, please report any problems you find. www.punkoffice.com/tori iiceman, RaananW and jerome 3 Quote Link to comment Share on other sites More sharing options...
Temechon Posted August 20, 2015 Share Posted August 20, 2015 Very niiice Quote Link to comment Share on other sites More sharing options...
ozRocker Posted August 20, 2015 Author Share Posted August 20, 2015 I kept getting the "Too many uniforms" error on the iPhone so I had to remove all her finger bones unfortunately. Her hands used to be loose fists, but now it looks like she's preparing to do karate chops :/ Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 20, 2015 Share Posted August 20, 2015 can you try with the new mesh.computeBonesUsingShaders = false to see if Iphone can handle bones in software Quote Link to comment Share on other sites More sharing options...
ozRocker Posted August 21, 2015 Author Share Posted August 21, 2015 can you try with the new mesh.computeBonesUsingShaders = false to see if Iphone can handle bones in software That worked! However, it dropped the frame rate noticeably. I might stick with karate chop hands for now. Can't wait till mobile devices become powerful enough to handle 2 avatars on screen at once GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
dbawel Posted August 22, 2015 Share Posted August 22, 2015 Nice scan! Did you use an IR camera for the animation, or a higher end system? DB Quote Link to comment Share on other sites More sharing options...
ozRocker Posted August 22, 2015 Author Share Posted August 22, 2015 Nice scan! Did you use an IR camera for the animation, or a higher end system? DB I used my scanning rig which consists of 82 Nikon D5200 cameras all synched to 1/160th of a second. I made a short behind-the-scenes video of the scanning/rigging process here https://www.youtube.com/watch?v=FeVJ03tn-98 Quote Link to comment Share on other sites More sharing options...
dbawel Posted August 22, 2015 Share Posted August 22, 2015 Hey ozRocker, Again, the scan looks great - nice mesh and great UV textures. The animation appears to be captured, but motions such as flipping have an un-natural weight to them. What did you use to capture the motion, and if so, it looks as though you used a stunt rig for the flips and other air work. Is this the case? Cheers, DB Quote Link to comment Share on other sites More sharing options...
ozRocker Posted August 23, 2015 Author Share Posted August 23, 2015 I used Mixamo for the animations. I scan my subjects doing an A-pose then I use the Blender meta-rig to re-position them to a T-pose cos that works best with the Mixamo auto-rigger. Yeh, that flip looks like its been slowed down. Not sure why they would've done that. Maybe for effect? Quote Link to comment Share on other sites More sharing options...
dbawel Posted August 23, 2015 Share Posted August 23, 2015 I'm not familiar with Mixamo, but I'm sure they used mocap for the library motions. I personally wouldn't have slowed down the stunt air motions, but I suppose that Mixamo thought it looked better - for some odd reason. Again, nice scan and rigging. Quote Link to comment Share on other sites More sharing options...
ozRocker Posted August 24, 2015 Author Share Posted August 24, 2015 They might've slowed it down due to the frame rate limit. Their animations don't have a high frame rate so really fast movements just look jerky unless they are slowed down.Mixamo is great for prototyping and gaming. Its the only auto-rigger in the world at the moment. You just specify chin, groin, wrists, knees and elbows and it'll provide a full skeleton with weighting. A major time-saver! Quote Link to comment Share on other sites More sharing options...
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