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Bake and remove body morph targets #35

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lalalune opened this issue Jun 3, 2022 · 5 comments
Open

Bake and remove body morph targets #35

lalalune opened this issue Jun 3, 2022 · 5 comments
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@lalalune
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lalalune commented Jun 3, 2022

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.

@lalalune lalalune added this to the Release 0.1 milestone Jun 3, 2022
@fire
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fire commented Jun 3, 2022

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.

@fire

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@lalalune
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lalalune commented Jun 3, 2022

Use ea's dembones to bake facial blend shapes from 0 .. 1animations

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

VRM meshoptimizer will use a delta encoding in gltf. https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#sparse-accessors

This is very helpful to know

@lalalune
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lalalune commented Jun 3, 2022

@all-contributors please add @fire for ideas and research

@allcontributors
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@lalalune

I've put up a pull request to add @fire! 🎉

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@fire @lalalune and others