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  • #10, by SimonSTuesday, 08. October 2019, 15:54 8 months ago
    Can you send me the output files of your model ? Then I can make it work for the next version.

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  • #11, by fabian-schemppTuesday, 08. October 2019, 21:38 8 months ago
    Can you send me the output files of your model ? Then I can make it work for the next version.

    I send you an e-mail with the files. Would be super nice if you can get it to work.
    Would it be possible to display the vertex colors, like in the viewer, might be an easy adjustment to the defalt shader. If you just multiply them with the texture, nothing is displayed if there are no vertex colores. Thank you!

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  • #12, by SimonSTuesday, 08. October 2019, 23:42 8 months ago
    Got it to work, was a problem that there were more than 60 bones. But it will still not work in the current version if you remove them because of the colors.

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  • #13, by fabian-schemppWednesday, 09. October 2019, 21:53 8 months ago
    Got it to work, was a problem that there were more than 60 bones. But it will still not work in the current version if you remove them because of the colors.
    Thanks you. That looks good. 
    60 sounds like more than it looks like but I checked: 20 for each hand and 31 for the body.
    71 Bones
    Sounds like a lot but in fact its like a minimal rig. Most Characters or even a more complex rig would need more.

    Does it work now with more than 60 bones? 
    Do you have some working nightly build or something like that?

    As soon as it works I will probably make a small Tutorial for other Users how to get 3D Characters from Blender to Visionaire.

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  • #14, by SimonSWednesday, 09. October 2019, 22:40 8 months ago
    I unfortunately can't push any updates out in the current situation. Some building sites need to be closed. I'll probably increase it to 100 bones, we'll see, but it won't mess up the mesh now if it's more than that.

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  • #15, by fabian-schemppWednesday, 09. October 2019, 22:55 8 months ago
    I unfortunately can't push any updates out in the current situation. Some building sites need to be closed. I'll probably increase it to 100 bones, we'll see, but it won't mess up the mesh now if it's more than that.

    Do you have a plan when the next update will be ready? 
    Before the end of the Year?

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  • #16, by SimonSWednesday, 09. October 2019, 22:57 8 months ago
    Happens definitly this year, I'll probably push out a beta version first because of the bigger changes.

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  • #17, by fabian-schemppFriday, 18. October 2019, 08:37 8 months ago
    Three more questions 

    1. Can I use transparency with textures with alpha channel?

    2. Can I use some kind of specularity/roughness maps?

    3. Can I use shape keys (alias blend shapes, alias morph targets)? That would be nice for facial expresions especially if the number of bones is limited. A face rig would use up a lot.

    The Problem is, I started to make a very very simple face rig and now i have 96 bones and I would need much more. Even if you upgrade to 100 bones that would not be enough. With shape keys I could do facial animation with a less bones.  The collada format *.dae can save shape-keys. I used them in Unity and Godot.

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  • #18, by SimonSSunday, 20. October 2019, 16:27 8 months ago
    1) I think this isn't working, but you can try. Would need to change the settings and order all triangles by their depth...
    2) No advanced shaders are currently working.
    3) No morph targets, only bones work.

    Maybe I'll build a fallback, currently bones are calculated on the gpu, but morph targets are mostly calculated on the cpu.

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