![]() ![]() With bone animation and morph target animation, we are able to calculate easily within the shader, but with vertex data, we have to load new data each frame which has a huge overhead. The main issue here is that per vertex data is very heavy and thus expensive to store when you are calculating 60 frames a second. The main problem with bringing this directly into Babylon is that we do not support pure vertex animation without the use of a skeleton or morph target. Per vertex animation data is used as well as node transform animation on top of that generated from mo-graph simulation The mesh is a 54,334 vertex mesh, 108,672 triangles ![]() Let me break this all down for you and offer some alternatives, though it will greatly change your approach to building your assets. I dug into the files you supplied and unfortunately what you are doing right now isn't supported in Babylon.js. Letter_b_pla.xml - (some meta information. Original.c4d - (animation before baking aka procedural)īaked.c4d - (animation is baked to keyframes) So you find them under the following link for download: The baked files are way to big to upload here. Maybe a nice way to understand how to parse the relevant files. The *.mc file is the point cache, that in case of unity, you would import via "mega fierce -> point cache" into the engine: The important file for any vertex animation here is the included (and rather large) *.mc file. Once the process is complete, the fbx files, including a folder called *.pla, is exported. Finally, the Alembic is made editable (deleting the reference to the external alembic file).įinally, the FBX is exported by going to File -> Export -> FBX with the following settings (selection only: select the object first). Than dragged into the Animation Timeline and Converted into Keyframes via Functions -> Bake Objects. Baisically, the "letter_b" subdevision object is first converted into an Alembic (right click -> Convert to Alembic + Delete). ![]() The conversion follows this video here ( ). I use Cinema 4D Release 20 anybody should be able to open the original file original.c4d .Įxporting an FBX with PLA (for anybody coming from Google, finding this post) This is a simple soft body animation without any third party plugins. mc file hosted online (link at the end of the post). You see the example as follows, where the letter B (for Babylon) is inflated via a soft body dynamic in C4D over 90 frames. Thanks for your feedback.Thank you! I have spend some time to build a "simple" example for a typical Cinema4D -> fbx/pla -> engine workflow. Sorry if I appear clueless, because I am. But I can’t figure out how to use that string to load in the correct normal map on that frame. So I have the name of the normal map I need at any given time as a string. I’ve managed to create a string that gives the name I need: for example “WalkAnimation_NormalMap_0057.png” under “void Update”. You can see below how the shader is setup, the sprite sequence works as expected, playing through the animation, and changing as controls are input, but the normal map is only accepting a single image of a single animation. I can’t use a sprite sheet, there are too many hundreds of frames, and too many animations. The problem is, I can’t figure out how to get my normal map sequence to animate along with my main sequence. ![]() To light him dynamically, I have to use normal maps on 2D sequences. The animation is a dirty mix of 3D and 2D, so importing a 3D model and lighting it is not an option. I have about a dozen separate animations for this character, baked out to several image sequences. ![]()
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