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エクスポート後のSMRのblendshapeの値をエクスポート前に揃える #109

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KisaragiEffective opened this issue Sep 17, 2024 · 6 comments
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enhancement New feature or request help wanted Extra attention is needed Ph:Post-GLTF upstream issue can be reproduced without RIH

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@KisaragiEffective
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@KisaragiEffective KisaragiEffective added the enhancement New feature or request label Sep 17, 2024
@KisaragiEffective
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生のglTFを触る羽目になりそう

@KisaragiEffective
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ルート > meshes > weightsに各SMRの初期値を順序を保ちながら代入すれば良さそうな予感

@KisaragiEffective
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多分インデックスがずれるのでそれがめんどいかも〜〜

@KisaragiEffective
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  • インデックスはズレなさそう
  • 独立プロジェクトにおいてUnityGLTFバックエンドで出力したアッシュを読み込ませたらblendshapeの値がResoniteに伝わらなかった → Assimp.NETの問題?

@KisaragiEffective
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0d75382 時点:

Unity

glTF Sample Viewer

Resonite

@KisaragiEffective KisaragiEffective added the upstream issue can be reproduced without RIH label Sep 27, 2024
@KisaragiEffective
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FrooxEngine.ModelImporterに介入してFrooxEngine.SkinnedMeshRenderer smrにおけるsmr.SetupBlendShapes()の後で何らかを走らせれば良い気もするが、Assimp.NETどころかAssimpが初期値を読まない説が出てきた

@KisaragiEffective KisaragiEffective added the help wanted Extra attention is needed label Sep 28, 2024
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Labels
enhancement New feature or request help wanted Extra attention is needed Ph:Post-GLTF upstream issue can be reproduced without RIH
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