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Bake and remove body morph targets #35
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Use ea's dembones to bake facial blend shapes from 0 .. 1animations You can directly multiply the vertex values into the mesh to remove the blend shapes. VRM meshoptimizer will use a delta encoding in gltf. https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#sparse-accessors Please attribute I and V-Sekai if you make use of these suggestions. |
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Very interesting, my only concern would be the VRM mapping/support of face blendshapes, has this been demonstrated anywhere or do you see any problems with that? My reservation with implementation would be introducing a server side component, we'd need to wasm it... probably not a 0.1 thing -- if there is a performance improvement I'd like to think about this for Webaverse tho
This is very helpful to know |
@all-contributors please add @fire for ideas and research |
I've put up a pull request to add @fire! 🎉 |
Right now we are holding morph target data to morph the clothing to fit each body.
When we export the model, we want to make sure that the morph targets are baked to final position and removed-- they add massive amounts of data to the final file.
We want to keep blendshapes on the face, so we are just removing these additional modifier morphs that the character creator uses. The only morph targets remaining should be on the face, and they should only be on the head.
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