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Hi all! Advice appreciated! I am working on a project where I create a scene with a combination of procedural animation (look at), physics (hair bounces with springbone), and bone animation clips (e.g. from mixamo.com) with mixing and blends between clips. I then play everything and take copies of all the bone rotations etc to make a final "baked" animation clip. This final clip I can play back in three.js or export to OpenUSD (so I can render in other tools). With this "baking" approach, the end result is smooth, and I can scrub the resultant "baked" animation clip and see all the physics correctly (no weird going backwards in time making hair bouncing strangely - the hair bouncing physics was worked out correctly in the first "baking" pass). So I have two rounds of animation:
I have it all working if I animate the raw bones, but then I cannot call vrm.update() as it copies the normalized bones over to the raw bones. Here is the basic approach I am currently trying (which does not work!)
But this leaves me in a quandary: for the second pass, I want to call vrm.update() for the facial blend shapes to work, but not have it copy across normalized bone to the raw bones. I am trying to work out the best way to do this. E.g. can I turn off the normalized to raw bone copying logic for the second playback pass? |
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If synchronization from normalizedHumanBones is not needed, please set VRMHumanoid.autoUpdateHumanBones to |
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If synchronization from normalizedHumanBones is not needed, please set VRMHumanoid.autoUpdateHumanBones to
false
.