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Hello guys, I do some animations using mixamo and unity. And how can i play these animations in threejs? |
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Replies: 20 comments 11 replies
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Does this help?: #891 |
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Thank you for your reply! |
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Finaly i use vpn, open glitch and watched the working demo. it's cool. |
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I'm not sure which format you are using to export your animations. The VRM file format itself doesn't have the ability to contain any animations. |
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Yes. I'm finding animation data in vrm file just like "gltf.animations" in glb model file and then play it by threejs. Now look like vrm file itself doesnt contain these animation data, and I need to get these animation data by other animated model format. Then mix it to vrm model, right? |
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Yes, that's right. The demo uses Mixamo FBX but technically any animation format will do the job.
It's mainly for VRM 1.0, which is the next generation of the VRM specification.
That is a separate issue, I will investigate later. Thanks for the report! |
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Thank you for you reply. It almost solved my question. Now the animation seem worked. |
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We have to prepare the migration guide, yes! Addressing this ad-hoc, about bones and expressions (formerly called blend shape proxies), you can specify bone names and expression names by raw string e.g.
Since it depends on the release of VRM 1.0 spec, I'm still not sure about the date. |
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Hello, I have to reopen this issue. I use https://glitch.com/edit/#!/three-vrm-1-sandbox-mixamo demo code to load animation download from mixamo and play the animation onto vrm model, it's worked. |
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How did it failed to work? It appears to me that you have done proper step to make it work properly. |
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It's disapperaed. I try many diffierent motions model and they all disapperaed. |
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does anybody can help, plz? |
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Could you provide a demo using services like Glitch or CodeSandbox? |
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Thank you for your kind help! |
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It seems that the animation data needs to be retargeted for the VRM you use and that is unfortunately out-of-scope for three-vrm for now. |
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I have encountered the same issue. I started creating a CC3 rig map (similar to that posted above by @wbq9224) and while the animation loads and moves the character the animation's motions are offset quite a bit. Looks like the same issue faced by the following Godot user: smix8/GodotAnimationRetargeting#19 It appears that the CC3 bone strucutre is farily different than that of Mixamo/VRM and thus requires a significant amount of retargeting. |
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Similar issue trying to use DeepMotion (https://www.deepmotion.com/). Using the workflow 1) upload VRM to deep motion -> 2) create animation -> 3) Download as FBX -> 4) Import into three-vrm with appropriate rig map, the animation loads and plays some of the animation correctly although the character's torso jumps up and down sporadically. See the attached videos: The skeletons between the exported DeepMotion FBX and the MixamoFBX are quite similar (rig map correlates well). Any thoughts on what may be causing this? See video clips for an example of what is happening: |
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We was fighting problem with animations a lot. With old mixamo animation, then with new, and eventually we created GLB importer for animation so now it is much easier to do any stuff. Here is our viewer for testing glb and fbx anims - https://vrm-viewer.ownverse.world |
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@wbq9224 I have been trying to build a FBX motion loader for VRM in my app so your case raised my interest. I have tried with your FBX sample motion, and after some testings and stuff, I can identify the problems and fix them (at least I can have your FBX motion displayed properly). The FBX loading example in @jasondalycan If you can provide a sample FBX motion I would like to try as well. |
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Does this help?: #891