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Save skinned avatar with all animations (Mixamo or other) through NLA process.
Export as GLTF.
Import into a world that accepts GLTF avatars. If world allows, animations can be called by animation name. Calling animation wildcard plays all animations at once.
CHALLENGE: appending additional animation with/without prop in an environment.
Example One (with prop): Avatar walks up to a table and sits (internal animation). Touches a coffee mug, picks it up and drinks (external animation)
Example Two (without prop): Avatar attends a music event and dances (internal animations). When the musician plays the Macarena, Avatar touches dance ball and chooses the Macarena Dance (external animation).
Discussions on topic have included possible avenues:
animated skeleton (skinned with prop) appended to original skeleton or root?
animated skeleton replacing existing skeleton within gltf (prop appended to specific bone).
Current successful working process:
CHALLENGE: appending additional animation with/without prop in an environment.
Example One (with prop): Avatar walks up to a table and sits (internal animation). Touches a coffee mug, picks it up and drinks (external animation)
Example Two (without prop): Avatar attends a music event and dances (internal animations). When the musician plays the Macarena, Avatar touches dance ball and chooses the Macarena Dance (external animation).
Discussions on topic have included possible avenues:
• Blender exporter?
• GLTF importer?
• three.js bug?
** could solution already exist but not properly executed somewhere in process chain?
CHALLENGE: In order to make the above work in a generalized manner, Bone Mapping/Name Standardization/Scaling must also be considered:
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