Alienhead Posted January 1 Share Posted January 1 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 I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Dreikblack Posted January 1 Share Posted January 1 I did not try it, but in theory you can do it, at least in C++: model->skeleton->FindBone("Name")->name = "NewName"; 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted January 1 Share Posted January 1 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 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Alienhead Posted Wednesday at 12:42 PM Author Share Posted Wednesday at 12:42 PM 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 I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
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