Car engine model (not the most accurate), mix of retro and PBR. 757 Tris, 512px texture. Happy how the frame turned out, got away with just planes and alpha mapping
#indiedev#3dart
@3DXRGuy@VIVERSEofficial@threejs@measure_plan The tool I made runs off three as well, but has basically no front-end. Animation data is taken from video and is packed into .glb so I can edit in blender.
@3DXRGuy@measure_plan@VIVERSEofficial@threejs Three.js IK is a bastard π if you pose your rig to have your arms down and a bend in the elbows like a t-rex then use that as an initial start it definitely helps it look more natural. This kinda acts like a static pole vector.
Little vibe-coded tool, Runs in the browser with Three.js and MediaPipe face tracking.
It takes a video, converts the motion into blendshape animation, and spits out a .glb (that green cube) so I can polish everything in Blender. Uncanny af, I love it #threejs#indiedev
Skeleton model for https://t.co/GUpNCqKTzf. Mixing retro graphics with modern PBR is very fun. The model is 2,600 tris and is textured with a 256Γ512 px map (uneven ratio because the texture is part of an atlas that shares clothing).
#indiedev#3dart
@4Rollings just the facelandmarker, more specifically the blendshape prediction model which takes the output from the face mesh model and predicts 52 blendshapes. e.g. eyeBlink_R, browDown_L. you donβt get a lot of fine detail but its a great way to render facial animations on a budget.
@kyleroche@GriptapeNodes Not likely, the tool I tossed together is very rough. Iβll likely send it off to the dev im working with to make a production version that's built into a custom engine/ editor that @Liagdooh is working on.
Progress on browser game https://t.co/GUpNCqKlJH, Iβve been doing all the art, and @Liagdooh has been doing the programming. Experimenting with the theme right now, thinking of something like the dark forest theory. #threejs#indiedev
@4Rollings uses the media pipe face landmark detection.
https://t.co/hfBTVFyeoX
The 3D model is something I made myself and just uses blendshapes for expression. With the face landmarker you can export the data as blendshapes with the outputFaceBlendshapes config.