Skeleton Key - Debugging and Optimizing - Humanizer 21
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- čas přidán 21. 08. 2024
- github.com/Nit...
getting started with mpfb2 - • Getting Started with M...
godotengine.org/
monero pls -
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Loving what you've made so far and hope you continue the project. Also a note on the licensing of your project if you want to follow FOSS, it is recommended to switch to either MIT/Apache 2.0 as some jurisdictions do not legally recognise the Unlicense/DWTFYW.
Keep up the great work! 😄
thanks for letting me know :) i just want to remove any liability from myself and the project, but i will look into the distinctions at some point
You do such incredible work! I have been studying cross language coding because of this project, I really appreciate everything you do! I wish you had some other way to compensate (patreon style or other addresses(I can't use xmr sadly)). This deserves much more attn! Please build a discord channel or other means to grow a gd humanizer community around :)
thats great to hear, hope your project goes well! I'll reactivate my patreon, i just hadnt updated it in forever lol. i've been getting alot of traction on yt and im very happy with that, but im hesitant to promote it until i've got more features working, im also not good at collaborating
Hey Nova. I've taken it upon myself to start converting your code into a Godot plugin. I don't suppose you have a discord where we could discuss things, do you?
well thats pretty exciting, because i have no idea how to make plugins, thank you. i'll make a discord tonight and let you know
ok username is nitr0xnova (because you cant have nitro in the name lol) send me a friend request when you get the chance
I wish I could help as we seem to have similar goals. I pulled your code but without any documentation I just get immediately lost. It would take me forever to find out what is going on.
i've video documented every line in the project, you can watch at 2x speed if you want.. if you have a more specific question feel free to ask
but i seem to be the expert in the field unfortunatly, i did find someone selling a similar plugin for $15 if you want to go bother them lol czcams.com/video/X0LoroE-Yek/video.html
@@NitroxNova Yeah that's what I've been doing but it's still time consuming and sometimes I have no idea what you're doing in the video lol. I don't mean to bother anyone, just trying to learn myself. I have a couple questions if you have the time.
What is the point of the vertex finder scene?
What is the lite mesh in Mesh_Shader? Seems like just a copy of the input mesh.
Thanks for your time.
@@mattseaton5832 you just seem to have extremely high expectations for a free project that im working on by myself. its also highly experimental right now, and im still working on the process, so documentation is not a priority
no, im not using the hide_helpers anymore, the model in the menu just has the base vertices
the vertex finder is for cross-referencing godot vertex id with blender vertex id, since they do not match up by default
there are 3 base models currently, but i do plan to merge them, in the 'human_model' folder, one is the rigged helpers, one is the rigged human without helpers, one is the unrigged helpers
the rig is already attached when you export from blender, i just move the bones around with the shapekeys. there is a 'rig_hybird' where i was experimenting with face bones, but i need to learn more about mocap, so you can ignore that
and the shapekeys import is slightly broken right now, its expecting the json so you'd need to revert that, or wait for the next update. but im assuming you've read the read_me, so once the target files are in the 'mpfb2_plugin' folder, go to the 'process_shapekeys' and optionally run the clean_and_merge, then the load_shapekey_data (this is where youd need to change it back to export json). Then in the generate_mesh folder, run the 'import_shapekeys_to_base_mesh' and 'generate_shading'
after that you can add the eyes (and teeth and tongue) by generating them with the 'clothes_gen' folder, the scenes are numbered so you just run them in order, you'll need to have the default assets in your 'mpfb2_plugin' folder for that to work
@@NitroxNova
As far as face mocap goes, Ive looked into this before and every solution I've seen uses the ARkit blendshapes, not face bones. I wish makehuman had those keys defined rather than bones. You can of course pose the bones and save the result as a blendshape, but there's like 60 of them so it's very tedious. I think I tried to do this before but the face bones just weren't up for the task. They had some weird constraints that didn't let me pose it the right way.