Superseded: Play preprocessed #animation on any VRM model
Superseded
This is now a Godot Engine 4.0 core feature. https://godotengine.org/article/animation-retargeting-in-godot-4-0/
Context and Problem Statement
Given any vrm and a carefully made animation, we should be able to play back the animation.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Need to work out a flow for making #animation play back on vrm.
This is dependency for a VRM based character controller that can play existing #animation clips and blend them
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
???
Collaborate with Saracen on a bone roll corrected VRM skeleton.
Convert #animation to VRM named bones.
If this enhancement will not be used often, can it be worked around with a few lines of script?
Not trivial.
Positive Consequences
No response
Negative Consequences
No response
Is there a reason why this should be core and done by us?
We control the default #animation tree, therefore we need to do this.
References
- Proposal on baking blend shapes to linear skin blending.
- Useful for tokage’s character movement demo. https://github.com/TokageItLab/3d-platform-test-for-godot4
- Free #animation – https://github.com/V-Sekai/shadermotion-video-to-anims
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