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[FR]: Attach mesh to skeleton #447

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orosbogdan opened this issue Aug 14, 2024 · 3 comments
Open

[FR]: Attach mesh to skeleton #447

orosbogdan opened this issue Aug 14, 2024 · 3 comments
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feature New feature or request

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@orosbogdan
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orosbogdan commented Aug 14, 2024

Is your feature request related to a problem? Please describe

I need something like an armor equip system, I want to attach mesh (e.g. jacket) to a bone in the skeleton, easily swap between meshes, smt like stitching meshes so you can create an armor system/cloth equip system.

Describe the solution you'd like

I want orillusion to support more granular control over attaching meshes to skeleton. Also separation between animation, skeleton and mesh would be nice.

@orosbogdan orosbogdan added the feature New feature or request label Aug 14, 2024
@JingwenBai
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Currently, we could attach mesh to a bone manually in the code level. But this feature is indeed very necessary and important.

We could explain how to do it manually using a demo. In future, we will support more APIs to finish this job.

If you could provide more specific APIs which you need, it will be very helpful for us!

Thanks a lot!

@orosbogdan
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orosbogdan commented Aug 19, 2024

On the API side I'm thinking:

  1. Being able to import skeleton/animation/mesh separately from a gltf file.
  2. Being able to retarget humanoid animations to another skeleton.
  3. A function to merge sub-meshes (to have a single draw call once you finished stiching the submeshes you want, the armor pieces let's say)
  4. Remove submesh from existing mesh with skeleton.

@orillusion-admin
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Thanks a lot! We will consider to refine the skeleton/animation/mesh APIs in near future.

Hope we could discuss its usability after further implementation~

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