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Would it be worth it to have variables for different avatar blendshapes (for body shape, not things like face tracking or visemes)? | Would it be worth it to have variables for different avatar blendshapes (for body shape, not things like face tracking or visemes)? | ||
After experimenting I found it useful for syncing them between meshes but it could also be used for applying those blendshapes to any separate clothing too. | After experimenting I found it useful for syncing them between meshes but it could also be used for applying those blendshapes to any separate clothing too. | ||
-- [[User:Socksthefennec|Socksthefennec]] ([[User talk:Socksthefennec|talk]]) 06:19, 18 October 2025 (UTC) | -- [[User:Socksthefennec|Socksthefennec]] ([[User talk:Socksthefennec|talk]]) 06:19, 18 October 2025 (UTC) | ||
: I don't think those should be part of Avatar Standard. (Even if in theory a good idea). Imo AVI-S should only include variables that can be universal between Avatars. | |||
: But having those variables on the "Avatar/" namespace should be fine. Systems that know those vars /are made for the avatar could take advantage of those blend shape vars. | |||
: I for example use Variables on the Kitavali ears to reference the Dynamic bone Chains for detecting if they are grabbed trough a system. | |||
: -- [[User:Mint Shock|Mint Shock]] ([[User talk:Mint Shock|talk]]) 10:05, 18 October 2025 (UTC) | |||
:: I'd argue that it already contains things that can't be universal, e.g. original bone names (which was part of what inspired me here). | |||
:: And those are useful for interacting with things specific to an Avatar/base, for example I was recently able to make clothing "snap on" without manually reassigning things. | |||
:: Having blendshape variables helped there too as it matched how the body was already configured. | |||
:: I'm not too fussed about it actually becoming standard, I could live with it being just something I do. | |||
:: Maybe I should put it in standard proposals where people can see it? Because even if not standard, other people might find use in it. | |||
:: -- [[User:Socksthefennec|Socksthefennec]] ([[User talk:Socksthefennec|talk]]) 07:00, 21 October 2025 (UTC) |
Latest revision as of 07:01, 21 October 2025
Blendshapes
Would it be worth it to have variables for different avatar blendshapes (for body shape, not things like face tracking or visemes)? After experimenting I found it useful for syncing them between meshes but it could also be used for applying those blendshapes to any separate clothing too. -- Socksthefennec (talk) 06:19, 18 October 2025 (UTC)
- I don't think those should be part of Avatar Standard. (Even if in theory a good idea). Imo AVI-S should only include variables that can be universal between Avatars.
- But having those variables on the "Avatar/" namespace should be fine. Systems that know those vars /are made for the avatar could take advantage of those blend shape vars.
- I for example use Variables on the Kitavali ears to reference the Dynamic bone Chains for detecting if they are grabbed trough a system.
- -- Mint Shock (talk) 10:05, 18 October 2025 (UTC)
- I'd argue that it already contains things that can't be universal, e.g. original bone names (which was part of what inspired me here).
- And those are useful for interacting with things specific to an Avatar/base, for example I was recently able to make clothing "snap on" without manually reassigning things.
- Having blendshape variables helped there too as it matched how the body was already configured.
- I'm not too fussed about it actually becoming standard, I could live with it being just something I do.
- Maybe I should put it in standard proposals where people can see it? Because even if not standard, other people might find use in it.
- -- Socksthefennec (talk) 07:00, 21 October 2025 (UTC)