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on Gopher (inofficial)
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COMMENT PAGE FOR:
HTML Mesh2Motion â Open-source web application to animate 3D models
klaussilveira wrote 1 day ago:
What algorithm is it using for applying weights? Blender uses automatic
bone heat weighting, but sometimes it can fail.
There's an open-source plugin that does surface-based heat diffusion
and also this really clever voxel solution:
HTML [1]: https://superhivemarket.com/products/voxel-heat-diffuse-skinni...
throwaway743 wrote 1 day ago:
This is great! I've been using mixamo and really sion, but would just
love something open source that does both the body rigging as well as
the facial rigging and lip syncing. It'd make life so much easier
laurentlb wrote 1 day ago:
Very nice project!
Thanks for making it open-source and very easy to use. I hope you'll
find contributors and be able to get a nice collection of animations!
I'm starting a new project, I may have to use this tool in the next few
months.
Joel_Mckay wrote 1 day ago:
Could also check out the Auto Rig Pro ( [1] ) plugin in Blender, as
it does corrective shape-keys and makes exports to Unity/Unreal
trivial. Also, FaceIt ( [2] ) uses the iPhone Lidar with the Unreal
App, and makes facial expression capture less buggy.
Keep in mind most motion capture files are considered
live-performances, and must be licensed by the original rights
holders: [3] [4] This project sort of works for basic mocap
(calibration needs ChArUco board): [5] Or if you have the resources
and athletic actors around: [6] Or for student projects could try:
[7] Hope you make something awesome and fun =3
HTML [1]: https://artell.gumroad.com/l/auto-rig-pro
HTML [2]: https://faceit-doc.readthedocs.io/en/latest/
HTML [3]: https://www.mocapclub.com/Pages/Library.htm
HTML [4]: https://github.com/MattiasFredriksson/io_anim_c3d/releases
HTML [5]: https://freemocap.org/
HTML [6]: https://www.rokoko.com/
HTML [7]: https://www.mixamo.com/
nisten wrote 1 day ago:
All in typescript too. Actually very impressive. Well, some webm videos
and .glb 3dfiles but only the essentials it seems, the rest is all
propper typescript.
But a very nicely put together repo. Good job.
AgentMatrixAI wrote 1 day ago:
amazing timing! been needing something like this since Blender has been
tough.
I've been working on a cybercafe simulator with Three.js and codex and
animation is hard to get right
HTML [1]: https://x.com/AgentifySH/status/1981761490274464068
tantalor wrote 1 day ago:
> Supports humanoid, four-legged, and bird creatures.
Man is a featherless biped
- tantalor
devJdeed wrote 1 day ago:
This is defo a well needed project. The only other alternative I can
think about is Mixamo. Goodluck and hope this projects overtakes Mixamo
seanwilson wrote 1 day ago:
This is cool! I was confused how to get going at first and didn't
realise it was a step-by-step wizard I had to follow, plus I only
watched the demo video briefly. I loaded the human then clicked around
the main area and couldn't get anything to happen, and almost gave up.
Suggestion to help with this: Instead of starting with a blank slate,
start right at the end of the process with the human model loaded and
animated, then the user can go "back" and change things once they've
seen the kind of results they can get.
scottpetrovic wrote 1 day ago:
The next release I have for this has an "explore" page to start. What
exists now is more of a 'build your own' page...which isn't great
when visiting for the first time. See this small video of the new UX.
HTML [1]: https://x.com/scottpetrovic/status/1980697224142106716
stefanka wrote 1 day ago:
Great project! It uses the motion library from the artist quaternius.
He has some wonderful free and low-cost models.
jdauriemma wrote 1 day ago:
I just wanted to thank the creators of this app for making it usable
without having to create an account. It's a breath of fresh air!
scottpetrovic wrote 1 day ago:
Yes. I really have sign up and subscription fatigue, so I don't want
any of that happening. There is too much of that on the web already.
iammjm wrote 1 day ago:
nice, animating spinning wheels or tracks on vehicles would be cool!
scottpetrovic wrote 1 day ago:
can you give an example for clarification of what you are wanting to
do? This web app is pretty flexible, so other types of rigs or
animations could be added?
iammjm wrote 1 day ago:
In my particular case I have a bunch of .glb 3D models of vehicles
and I would like to animate their wheels and tracks aka make them
spin/turn
leohonexus wrote 1 day ago:
OP might be thinking about something like this paper "Rig My Ride:
Automatic Rigging of Physics-based Vehicles for Games" by Katz et
al.
[0]
HTML [1]: https://melissa2661.github.io/RigMyRide/
jackallis wrote 1 day ago:
i need to map out tree house plans - can this be used?
theossuary wrote 1 day ago:
No, use sketchup
fsloth wrote 1 day ago:
I'm sorry I can't quite parse what you are asking.
"map out" - do you mean you want to digitally design tree houses?
jackallis wrote 1 day ago:
yes, kind stranger. i need to design tree house, was not sure if
this can be used. not so fond of sketch up.
fsloth wrote 1 day ago:
Thatâs actually a really interesting take (even though the OP
software is not really for that). How would you _like_ to design
this treehouse? Is the particular tree relevant here (do you have
a photogrammetric scan of it for insrance) or are you planning to
design a generic shape you are confident can be installed on the
target trunk? Is the treehouse more of a plank platform for one
or an actual multiroom house? Is the budget closer to 5$ or 50
000$?
drakythe wrote 1 day ago:
This software is for animating preexisting 3d models, not
creating new ones from scratch, so no, it will not serve to model
a tree house.
reactordev wrote 2 days ago:
Yessssssss......
This and more mocap's plz. Keep going! The multiple animation export to
glb saves me a ton of time. This is great! Combine this with ArmorPaint
and you're almost there. Blender is great but it's so heavy.
Great job.
retSava wrote 2 days ago:
I can see this being huge for 3d-printing. Apply on a sculpted .stl,
reposition and download/save the new pose. There is already stuff in
Blender to do stuff like that, but Blender is almost like a hobby in
itself, just like the actual printing is like a hobby (to learn and
master).
eps wrote 2 days ago:
Having the skeleton be auto-deduced (through the ML or otherwise)
would've been a very natural fit here as a feature. Knowing that it's
basically possible to do, selecting the skeleton type and then
adjusting it manually, joint by joint, seems ... archaic?
nusl wrote 2 days ago:
Have you done 3D modelling/rigging/animating yourself before?
leohonexus wrote 1 day ago:
Why the condescending tone, OP has a point. Techniques like
RigAnything[0] exist - whether this is within the scope of this
project is another topic, but this seems like a reasonable request
to me (especially considering how many x_2_y-named projects are ML
related)
[0]
HTML [1]: https://www.liuisabella.com/RigAnything/
raincole wrote 2 days ago:
Pleasantly surprised to see a project like this without genAI nowadays.
And for people inevitably asking "why not Blender," my answer is that
the field of 3D content creation is so vast that some people need
"gateway drug" like this (and SketchUp, and Daz3D, etc) before trying
to throw themselves into Blender/Maya/Houdini's throats.
rendaw wrote 1 day ago:
Given the name I was sure this was going to be AI.
scottpetrovic wrote 1 day ago:
genAI doesn't seem to scale very well without large costs and
subscriptions to pay for it. Doesn't seem good for an open source
project.
fleischhauf wrote 2 days ago:
why? aren't you desperately longing for trying to put into a prompt
how a model should be animated? /s
echelon wrote 1 day ago:
I saw a post by a Gam Jam organizer recently.
This person related that in the years prior to this one, artists
were essential members of every Game Jam team. Getting art for the
games was the hardest, most limiting step. Without an artist, the
games were limited in scope. Not every team could get an artist.
This year, many teams didn't have artists at all, and yet they were
able to create more complete games with good looking art assets.
This isn't "firing" artists. This is making engineers more
effective.
I work in the video space now, and I can't even begin to tell you
how effective AI models make editors. It's like a super power.
d0100 wrote 1 day ago:
As a dev trying to create 3D games on my spare time, I actually am
(I'm also eager to use stableprojector once I upgrade my 10yo pc)
It's really hard having to be a 3D modeler, animator, art director,
developer and having good enough taste to know you're never going
to have the time to build what you find acceptable
AgentMatrixAI wrote 1 day ago:
First time making something 3D and code wise, codex has been very
useful, even creating a in-game 3D editor as well as netcode
The trickiest part is really using 3D and it comes with lot of
extra scoping you normally take for granted: animation, uv
texture, rigging for humanoids, making sure stuff doesn't clip
through etc.
Still learning Blender but its very slow. I haven't tried the MCP
for it yet but I want to get proficient at it to be able to
produce psx graphic models and textures...
nineteen999 wrote 13 hours 53 min ago:
I'm kind of keen to see what mess Claude code could do with a
small Unreal Engine 5 C++ project. Or what clever tricks it
could actually pull off in that environment.
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