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                                                             on Gopher (inofficial)
  HTML Visit Hacker News on the Web
       
       
       COMMENT PAGE FOR:
  HTML   Mesh2Motion – 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:
              That’s 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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