Comments (5)
I'm going to handle the bullet physics in a way that multithreads it and makes the JS interrupt overhead nearly non-existent.
It's currently in progress in a separate repository.
https://github.com/noname0310/bullet-rust-wasm
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Since I received several similar requests, I decided to quickly create a non-performant implementation first
The ammo.js physics backend will be available from babylon-mmd 0.42.0.
Although ammo.js is not very good performance, you will get very similar results to mmd.
The usage is the same as before, see this test code
https://github.com/noname0310/babylon-mmd/blob/main/src/Test/Scene/physicsTestScene.ts#L63
https://github.com/noname0310/babylon-mmd/blob/main/src/Test/Scene/physicsTestScene.ts#L111-L113
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try
const mmdPhysics = new MmdPhysics(scene);
mmdPhysics.angularLimitClampThreshold = 10 * Math.PI / 180; // 10 or higher
const mmdRuntime = new MmdRuntime(scene, mmdPhysics);
This is an issue with havok physics, so it's not a fundamental fix.
If this doesn't work, you should consider bake the physics simulation.
I am currently working on bullet physics(the physics engine of mmd). Once this is finalized, there will be no problems with physics computation, but it will take a long time before this solution is available.
So for now, there is no solution other than the two methods suggested above.
If you're interested in physics baking, I'll show you how. in detail
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I can easily reproduce mmd's physics using ammo.js, the emscripten build of bullet physics, but I'm not currently working on an ammo.js implementation as I want to focus on a more optimized solution.
Creating an ammo version of MmdPhysics
would be an trivial task, so if you're interested, you might want to consider it.
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Thanks for the information. I am curious about your optimized solution 🙌
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Related Issues (20)
- Whether there are plans to support vmd animation HOT 5
- The project won't work HOT 16
- How do I drive the model HOT 12
- Physical engine drive problem HOT 14
- A Big Shoutout to the Amazing babylon-mmd Repository! HOT 1
- Whether there are plans to support the pmd format HOT 4
- Animation Blending HOT 9
- Model texture .tga format supports HOT 9
- Uncaught TypeError: Cannot read properties of undefined (reading 'errorTextureDatas') at _MmdAsyncTextureLoader._addErrorTextureReferenceCount HOT 3
- Texture load/shader compilation delay HOT 17
- The model in the form of file cannot be loaded normally HOT 1
- Whether other character models can load vmd animation format HOT 3
- Submesh optimization HOT 3
- About Light Sources HOT 4
- Is there a way to bind or attach a pmx model to the bones of a character model? HOT 1
- Animation timescale modification HOT 1
- Integrating BPMX Model Files into Private PNG Chunks to Display Previews HOT 4
- BPMX and BVMD directly from the application HOT 2
- Original MmdMesh Object Fails isMmdSkinnedMesh Check After Creating MmdModel HOT 3
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