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Applying Animations Stored in a Separate GLTF #44

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robertlong opened this issue Dec 23, 2021 · 1 comment
Open

Applying Animations Stored in a Separate GLTF #44

robertlong opened this issue Dec 23, 2021 · 1 comment

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@robertlong
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robertlong commented Dec 23, 2021

In #42 @EvieMarie outlines several workflows needed for packaging animations in a glTF asset and applying them to a separate asset. I'd like to propose the creation of tooling and a extension for retargeting animations from one glTF file to another.

VRM provides one existing standard skeleton specification

ThreeVRM can import humanoid avatars in Three.js
https://github.com/pixiv/three-vrm

glTF can be used as a library of various entities as specified here: https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#scenes-overview

A glTF asset that does not contain any scenes SHOULD be treated as a library of individual entities such as materials or meshes.

Webaverse already has a method of doing this via a .metaversefile
https://github.com/webaverse/sword/blob/f6777403e2f883f985234ff5a8d1dd28a06f2e01/.metaversefile#L16

Steps:

Challenges:

  • Different avatar proportions
  • Lack of existing tooling
@robertlong
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The blender gltf exporter now has support for exporting animation only glTF files:
KhronosGroup/glTF-Blender-IO#1582

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