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Provide example for a human asset analog to vehicle example #157

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ClemensLinnhoff opened this issue Oct 25, 2024 · 5 comments · May be fixed by #158
Open

Provide example for a human asset analog to vehicle example #157

ClemensLinnhoff opened this issue Oct 25, 2024 · 5 comments · May be fixed by #158
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isSubGroup:GEOMETRY isType:Feature An issue that adds new features to the project.

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@ClemensLinnhoff
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Is your feature request related to a problem? Please describe.
A vehicle example is introduced in #112. Examples for humans and environments are still missing.

Describe the solution you'd like
Provide a glTF file with a human model.

@ClemensLinnhoff ClemensLinnhoff added isType:Feature An issue that adds new features to the project. isSubGroup:GEOMETRY labels Oct 25, 2024
@ClemensLinnhoff ClemensLinnhoff self-assigned this Oct 25, 2024
@ipg-sig
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ipg-sig commented Nov 19, 2024

@ClemensLinnhoff I updated the files, but I am not sure if everything is fine. One automatic checks seeems to fail on all 3 files.
I can also add the .blend file to the comment or send it directly to you, if you want to.

The following adjustments have been made to the example model according to the Miroboard:

  • The second detailed LOD level was set as the default, but simplified
  • added bones for foot and toe
  • added bones for hand and thumb
  • added bones for hip
  • added bones for eyes
  • added groups for root, accessories, clothing, hair, body
  • renamed some bones
  • adjusted axis orientation
  • adjusted bone orientation, so mirroring would be possible to use for animationg the character

Added hip bones as seperate bones to stay compatible between (future) LOD levels. Therefore the bones can all have an unique name and can be used for (future) animations without breaking them. Same for the hand and spine.

  • Full_Hand ← Hand → Hand (with Upper_Finger and Lower_Fingers
  • Full_Foot ← Foot → Foot (with Upper_Toe and Lower_Toe)

The weightpainting could honestly be better, but unfortunately I am running a little bit out of time on my side.
So if you want to improve it, feel free to do so.

@ClemensLinnhoff & @LudwigFriedmann:
Do we have a space for working files, which shouldn´t be part of the standard later but can be shared within the group members?
I would like to share the .blend file and the images of the bone orientation, so the correct image generation is easier. But where should I put those files?

@ClemensLinnhoff
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Thanks!
I will have a look at it in the next couple of days. The blend file you could upload to the sharepoint, somewhere in the development folder.

@ClemensLinnhoff
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The pipeline fails, because you need to sign-off your commit (DCO), see for example this description:
https://volunteer.coscup.org/docs/dev/how-to-signoff/#creating-your-signoff

@LudwigFriedmann
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To enable verification of the concepts for other file formats than glTF, it would be great to have the .blend files in the repo.
I'd consider them as the 'base' models. In parallel, we could provide 'exports' in fbx, gltf and usd.
On top of that, if developments can't be handled in branches (e.g. if they're not directly affecting the base model), we could foresee a 'development' directory

examples/
|- vehicle_example/
--|- base/ (*.blend)
----|- textures/
--|- development/ (see above)
--|- export/
----|- fbx/
------|- textures/
----|- gltf/
------|- textures/
----|- usd/
------|- textures/

For the future, we can check if we can automatically create the exports.
@ipg-sig , @ClemensLinnhoff what do you think about this proposal?

@ipg-sig
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ipg-sig commented Nov 20, 2024

@ClemensLinnhoff Thanks, I will have a look at it.

@LudwigFriedmann I think it is a good idea, since it enables developers to check if there exporter or importer works correctly. The result can than always be compared to the .blend file.
But then we should keep all .blend files within the same Blender LTS version.

@ClemensLinnhoff ClemensLinnhoff removed their assignment Nov 29, 2024
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