Hi,
For a client I need to be able to load any Ready Player Me model and apply an animation to it. Loading the RPM model is easy since it’s just a GLB file, but I am having trouble playing/retargeting animations on them. I am using Mixamo animations, which use the same bone structure, and should work according to RPM. I imported the Mixamo animation in Blender and exported als glb.
The most straightforward way seems to SceneLoader.ImportAnimations(Async). The animation works, but the bones are all stretched out.
I’ve tried all kinds of things, but I can’t seem to get the bones right. I assume something could be done with the targetConverter parameter, but I can’t find documentation on how that is supposed the work.
I’ve also tried just brute forcing replacing targetedAnimation targets, but I can’t get that to work either. (from here)
For what it’s worth, the Mixamo animation plays fine on it’s own mesh:
When inspecting the target of the first targetedAnimation entry in both the imported animation, and the loaded Mixamo mesh + animation, I get wildly different _absolutePositions.
SceneLoader.ImportAnimations:
_x: 24.706941604614258
_y: 88.59120178222656
_z: 27.140859603881836
SceneLoader.LoadAssetContainer:
_x: 0.7434375882148743
_y: -0.19256991147994995
_z: 1.5141488313674927
The rest of the properties seem to be the same. I tried modifying the scale, but that didn’t do anything. Modifying scaleDeterminant only made things worse, haha.
Any help would be greatly appreciated!
Thanks,
Peter