MackeyK24 Posted March 31, 2018 Share Posted March 31, 2018 Still working on the Most important feature of all that started the whole toolkit design for me... My Unity Mechanim STYLE Frame By Frame Animation Posing System. IMPORTANT... NOT ACTUALLY RUNNING ANY UNITY MECHANIM ANIMATION SYSTEM AT RUNTIME I simply SCRAPE OFF as much information about the native Unity Animation State Machine As Design Time, Serialize that as metadata. Then my BABYLON.AnimationState class (from SceneManager Extension) uses my own implementation of a frame by frame animation state machine that can blend ANY pose from ANY animation track for ANY clip on ANY layer at ANY given frame time... And its SUPER fast... Especally for DYNAMIC state changes that would normally cause you to have to call scene.beginAnimation over and over and over to handle switching animation state. But the animation state machine handles all this flawlessly so far HeadClot 1 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted April 2, 2018 Author Share Posted April 2, 2018 Status Update: This is my first little demo of my Frame By Frame Animation State Machine. That Supports Animation Blending (Both Blending Speed And Final Composition) Note the Play Blend button with play a Walk Forward animation with a 50% blend of the Left Strafe Walk ... Giving a Diagonal Walk Forward result Clear your browser cache and take a look: http://mackey.cloud/games/tester/ SinhNQ and Spankied 2 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted April 11, 2018 Author Share Posted April 11, 2018 PBR Fixes... Check this Daz3D render out the box with just the KNOWN lashes and eyes fixes (Have to set AlphaIsTransparency and use proper render Mode). Unity Render Mode now convert perfectly to BabylonJS UPDATED Modes: Transparent = AlphaBlend With Pre Multiply Alpha Mode Cutout = AlphaTest With No Alpha Blending Fade = AlphaBlend With Default Combine Alpha Mode Opaque = No Alpha Blending Check the Hair and the Eyes to... All using Standard Unity Shader (Export As PBRMaterial of course) ... Looks pretty damm good to me... (Without Ambient Occlusion because Daz3D does NOT export or use Ambient Occlusion Maps...I might try to bake with Maya or Blender and see how that looks) Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted April 11, 2018 Author Share Posted April 11, 2018 These are the Original Daz3D and Unity Renders: And exported to Unity Heck... I think the BabylonJS render looks BETTER than Unity Render and a little more SMOOTHER than the Daz3D. Skin looks great in Babylon PBR Material (With all the perfect GLTF Material Export Settings and Proper Metallic Texture Encoding) And My Babylon Shot Again Quote Link to comment Share on other sites More sharing options...
Guest Posted April 11, 2018 Share Posted April 11, 2018 Wonderful!!! We need to upgrade the doc so everyone can use it now Quote Link to comment Share on other sites More sharing options...
HeadClot Posted April 11, 2018 Share Posted April 11, 2018 Hey @MackeyK24 - When do you plan on releasing the next version of the toolkit? Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted April 12, 2018 Author Share Posted April 12, 2018 Soon as I clean up some LOD bug fixes, triple check PBR system fixes and write updated docs... So I am very busy with all this. I will try to get up as soon as I can HeadClot 1 Quote Link to comment Share on other sites More sharing options...
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