Comments (12)
I don't know what data you're talking about. You need to be more specific.
Everything loaded by the loader conforms to the specifications of Babylon.js.
Therefore, most of the things you want can be solved based on the documentation of Babylon.js.
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Whether a general method can be provided for manipulating bone or deformation,like:https://github.com/virtual-cast/babylon-vrm-loader/tree/master
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That is the interface that is possible because the vrm bone structure is guaranteed to be constant.
PMX cannot create such an interface because of its free bone structure, and even if it can, such an interface adversely affects performance and bundle size.
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A sample bone binding code can be found in this link.
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What does 'the vrm bone structure is guaranteed to be constant.' and 'PMX cannot create such an interface because of its free bone structure, and even if it can, such an interface adversely affects performance and bundle size.' mean?
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https://docs.unity3d.com/ScriptReference/HumanBodyBones.html
VRM Loader allows static mapping based on name because it ensures a bone hierarchy that follows the structure of HumanBodyBones.
https://github.com/virtual-cast/babylon-vrm-loader/blob/master/src/humanoid-bone.ts
And that functionality is naturally implemented through hardcoding, merely mapping bone names. Therefore, the absence of that feature does not cause any issues in manipulating PMX models.
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The mmd plugin for threejs supports this feature, would you consider supporting it
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I've never heard of it. I don't even know what exactly you're talking about.
can you give me a related reference?
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Just like the vrm loader, it drives the face and bones
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As I said above, all operations are already possible with the feature of Babylon.js.
Bone / Skeleton manipulate is possible through the Bone
and Skeleton
class in Babylon.js, and for MorphTargetManager
class in the case of MorphTarget.
https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons
https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets
And you can also manipulate morphs that operate at mmd runtime through MmdModel.morph
.
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Okay, thank you
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There is no further discussion, so I will close the issue. If you have any other questions, please feel free to post new issues
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Related Issues (20)
- Whether there are plans to support vmd animation HOT 5
- The project won't work HOT 16
- 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
- Hair is flying arbitrarily around HOT 5
- BPMX and BVMD directly from the application HOT 2
- Original MmdMesh Object Fails isMmdSkinnedMesh Check After Creating MmdModel HOT 3
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