Attributes/Morphing in GLB

Attributes/Morphing in GLB

sameesiddiqui77
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Attributes/Morphing in GLB

sameesiddiqui77
Observer
Observer

Dear Team,

I am working on a project in which I made multiple copies of a model and modify them at some points. After that I'm creating Attributes using Morpher, Attribute Holder and Reaction Manager. As it is for web so I need to export it in GLB. But the attribute data is not exporting with the models in GLB, only the models are exporting. How can I export them in GLB with Attribues? Please revert ASAP!

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Message 2 of 4

Diffus3d
Advisor
Advisor

To be honest, I'm not sure that the attribute holder or reaction manager are supported outside of 3dsmax.  For many realtime uses, those things are used in 3dsmax to get the bones to move a specific way, but the controllers aren't exported with the bones.  At least, in my travels. 

 

I would imagine the morpher is supported but most things realtime use kinematic bones.  The idea is to export the mesh in bind pose, then export animation data that bakes all those inverse kinematic controller keyframes down to standard kinematic bone animation and load it onto the bind pose mesh.  This allows you to blend between animations, etc.  

 

Now, if your engine doesn't support that sort of thing, then maybe find a way to bake your IK animation frames down to FK before you export it to your engine.  However, if your goal is to have full IK controls with all the attribute sliders within a file format, I don't think that's possible.  I could be wrong.  

 

Best Regards,

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Message 3 of 4

pixelcanvas
Observer
Observer

The color picker doesn't work for selecting or setting an object wire color when Color Management is enabled, the color picked doesn't match the color displayed.
For example and part of the workflow that now is broken for me, when rigging I like to set up bone and controller colors in a way that helps to visually figure things out, to set colors I would put the display mode into flat shade and use the Bone Coloring tools in the Bone Tools panel to either set a single color or a gradient; now this does not work because as mentioned the picked color is different than the source color, so it's not possible to copy a wire color into another object with the color picker. Functionality is 100% lost.
Turning off color management it works but when reenabling color management the colors change so much that rather than helping as a visual aid the colors make things more confusing.
See the example of a bone chain, un Unmanaged mode it's all shades of blue progressing along the chain, in Managed mode the last bone is almost greenish; so even if I set up a logical color scheme for a rig in Unmanaged mode when it is switched to Managed it will be a mess.

In short, the color picker should pick the color that is seen on screen otherwise what is the point?

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Message 4 of 4

pixelcanvas
Observer
Observer

No idea why I ended up posting that here, but it's in the wrong place...

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