I have a 3D model of a human consisting of a skeleton and skinned meshes. My AI model detects the joints and extracts their coordinates, which I aim to use for animating the model. Initially, I considered interpreting these coordinates as rotations and applying them to the bones, but I found this approach to be too challenging. I am now exploring alternative solutions, such as directly utilizing the X, Y, and Z coordinates. However, I encountered difficulties when trying to modify the positions of the skinned meshes attached to the joints. I believe I am lacking the required knowledge of Three.js to solve this issue effectively. I would greatly appreciate any suggestions or advice you may have.
Related topics
Topic | Replies | Views | Activity | |
---|---|---|---|---|
Live character animation | 1 | 762 | March 15, 2021 | |
Using (x,y,z) coordinates information to animate 3D Character | 1 | 882 | September 20, 2021 | |
Skeleton controlling multiple meshes | 3 | 1073 | May 5, 2024 | |
How can I animate joints(vertices) of skeletal mesh? | 0 | 437 | October 10, 2023 | |
Procedural animation and skeletons | 7 | 4205 | May 1, 2018 |