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Open Discussion #2
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Here we will have people who are very up-to-date to the future of advanced 3D humanoid animation. It would be great eventually we use Ready Player Me for Godot4 IK demo project FYI: I have no commercial conflict of interest with RPM. |
Hopefully this will be operational again in a few days once the breaking SkeletonModifier3D changes have been resolved. I'm most of the way through getting a PR which restores functionality. |
Godot latest has merged the XRTracker fix for the SkeletonModifier3D changes. I've updated this project to work with those changes. |
I look through the codes commited. Interesting re-designed of concepts Looking forward to learn what have and what have yet to be implemented before 4.3 beta that enable all your demos so far. |
Instead of Load_web, I pre-downloaded the business avatar and saved as .glb. Then I use Load_File to load The avatar is slightly distorted (when the XRAnimator VMC protocol turned on). Do u know reason? How should the business avatar imported? Is there something I need to care? #RpmLoader.load_web(%AvatarID.text, rpm_settings)
RpmLoader.load_file(%AvatarID.text, "res://BusinessMan/65fa409029044c117cbd3e3c.glb", rpm_settings) |
This is addressed. Go to ReadME, use the API to download correctly. |
@Malcolmnixon
Although this is a test project, this is the FIRST the seriously integrate Ready Player Me to Godot advanced animations, linking Godot XR to vendor motion captures.
I think opening the discussion could direct the godot community here.
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