💡Write your skeletal animation pipeline on top of USD and use this plug-in to ingest BVH data into it
💡Ingest the various open source motion capture data sets delivered in BVH (Ubisoft LAFAN1, etc…) into your USD-based skeletal animation pipeline
Sharing an open source file format plug-in for @openusd I have recently released for reading BVH animation files
💡Example use cases to follow in replies…
Github Repo: https://t.co/V2G7LSiR19
Documentation: https://t.co/K6XmhkjMBs
💡Use USD to compose BVH animation into a larger scene composition
💡Extend a DCC that supports USD (and the usdSkel schema) to import BVH animation data
I’ve recently been reading Beautiful Racket by @mbutterick. As an experienced programmer with no experience with LISP-based languages (Scheme, Racket, etc), it has been a joy to learn something different, and the book is beautifully written and presented https://t.co/vqlOod7JCz
Released version 0.5.0 of bevy_mod_imgui 🎉 - a Dear ImGui plugin for @BevyEngine. Added support for drawing render targets and textures to Imgui windows https://t.co/WUmVhdtYHQ
We are so excited to be sharing this milestone with the industry at large hoping to spur innovation and learning from real-world production datasets! Michael Vance just shared more details about this massive dataset at @siggraph#rtradvances
As @siggraph approaches I want to take a moment to appreciate the best conference swag I ever received. I’m pretty sure I picked this up in New Orleans in 2009 and it’s still going strong!
Want to #WalkTheDog in the metaverse? In our project at #SIGRAPH2024 with @blacksquirrel__ , Yuting Ye and @OlgaSorkineH, we develop an approach to learn a common 1D phase manifold from motion datasets across different morphologies, *without* any supervision (1/2)
Today, we open-sourced the code from "SIGGRAPH Asia 2022 - Rig Inversion by Training a Differentiable Rig Function". 🎉
Rig inversion is a mathematical approach that allows animators to remap an existing mesh animation onto an animation rig.
https://t.co/KJZ98wduUb
Great article on using scattered interpolation for blending animations.
These techniques have huge potential to help reduce complexity in animation networks (chains/hierarchies of simple blends), allowing animators to focus more of their time on animating and adding coverage
I’ve written a Dear ImGui plugin for @BevyEngine and made it available for people to try!
This crate isn’t published yet and is experimental, but I’d be keen to gather feedback, and if its useful to enough people, take it further! https://t.co/aklrssYkfT
I’ve been using Bevy outside of work for prototypes, experiments, etc and I love it! If you’re looking for a solid engine framework in Rust, check it out!