Method for using organic models? #242
Replies: 2 comments 6 replies
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This model lives here, assets in the Import/export of skinned meshes to and from Unity is also possible, but currently not implemented. |
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What would the proper workflow be to generate SKN / MSH files? As per documentation, it says you can load custom binary files, though my test cases failed. I used the Godot engine, which exported my 3D model from the engine into a .msh, though despite other programs being able to read this file MuJoCo was unable to. Additionally, when talking about mapping vertices to bone subelements, does this require my model/armature to be rigged? I noticed in the dog_assets and the XML file that it referenced all of these bones but I am unsure if this is relative to the skinning of the mesh. |
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I am looking for a workflow that would allow the use of organic models in Unity for increased accuracy with motion capturing data and environmental game objects. A prime example I found for this was this video under the dm_control domain, though I am not sure if this was achieved by converting a file to MJCF, if it was an OBJ file, or if the mesh was rendered onto the frame displayed at 00:00:30 in the video linked above.
Additionally, I noticed on the documentation its mention of skinning for visualizations, though I am not exactly confident this is what I am looking for nor does the documentation explain how to generate these files and if MuJoCo is dependent on a certain procedure.
Any point of reference or direction would be really appreciated!
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