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DMPL for SUP #13
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The main difficulty in unity is the fact that linear blendskinning is automatic. I had to put in a term to “undo” the skinning deformations when I corrected the skeletons to each individual. I suspect DMPL will need similar corrections.
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On Mar 21, 2022, at 8:45 PM, skore11 ***@***.***> wrote:
Hi there,
great stuff! I am working on including DMPL with the SMPL project for Unity, any advice or directions when it comes to interfacing SMPL blendshapes with ground truth registrations for say calculating vertex offsets for DMPL. I have been able to get it working outside of Unity but wondering if you have any suggestions as well.
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I see any reason why DMPL was not included in the current build for Unity? |
At the time I made the tool, DMPL was pretty new, and the folks at Max Plank didn’t have the FBX models for the DMPL “Average” human. I am no longer working at BiomotionLab these days. I am still around to help with minor bugs etc, but if you have a major feature request please contact Nicolaus Troje, a coauthor of this tool.
… On Mar 23, 2022, at 4:41 PM, skore11 ***@***.***> wrote:
I see any reason why DMPL was not included in the current build for Unity?
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Hi there,
great stuff! I am working on including DMPL with the SMPL project for Unity, any advice or directions when it comes to interfacing SMPL blendshapes with ground truth registrations for say calculating vertex offsets for DMPL. I have been able to get it working outside of Unity but wondering if you have any suggestions as well.
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