Alienhead Posted January 1, 2025 Posted January 1, 2025 I'm looking for the ability to retarget bone names within either the editor or by code. Example of usage; BoneRedirect ( model, bonename, newbonename ) or however else. This will make retargeting animation a snap, plus I'm certain a small component could be created to rename the bones. Then one could, for example, import a non-mixamo rig into their project and use mixamo or whatever else animations on it. I have a pack of 5,000 mo-cap animations that I could use on a mixamo rig by being able to redirect animation to different bone names. Quote Alienhead Components and Software
Dreikblack Posted January 1, 2025 Posted January 1, 2025 I did not try it, but in theory you can do it, at least in C++: model->skeleton->FindBone("Name")->name = "NewName"; 1 Quote Check out Slipgate Tactics - turn based tactics Quake fan game, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Josh Posted January 1, 2025 Posted January 1, 2025 I can look into exposing Mesh::SetVertexBoneWeight and SetVertexBoneIndice so you can fine tune these things yourself. This is very complicated stuff, but if you can handle it I will try to support you. 2 Quote Let's build cool stuff and have fun.
Alienhead Posted January 1, 2025 Author Posted January 1, 2025 8 hours ago, Josh said: but if you can handle it I will try to support you. I will learn to handle it.. :> Thanks for considering. Quote Alienhead Components and Software
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