Guillaume Blanc

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Guillaume Blanc

Guillaume Blanc

@jozz_sc

Coder, author of ozz-animation, c++ skeletal animation libraries...

Katılım Mayıs 2015
75 Takip Edilen328 Takipçiler
Quaternius
Quaternius@quaternius·
What if I told you there is a kit with 120+ animations, a universal humanoid rig, easy to retarget and compatible with Godot, UE and Unity? Just released! There's a FREE version with a ton of the anims quaternius.itch.io/universal-anim… Huge thanks to @SplineMr who helped me! Follow him
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
@SheriefFYI Thanks. That was interesting to do. Mostly tooling and sample code as all the low level was already available.
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
The final piece of the puzzle: root motion blending. The API reuses the recipe of animation blending job, to interpolate n layers of motion. Root motion blending sample can now be tested in your browser👇 guillaumeblanc.github.io/ozz-animation/…
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
@tamat I think it can't be at the same time indeed. When animation driven, physic solves collisions but do not drive the character.
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tamat
tamat@tamat·
@jozz_sc no, I just cant wrap my mind around the idea of having a position for my character that is driven by physics and at the same time by a keyframe of the animation.
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
After years looping in-place, root motion extraction finally allows accumulating motion coming from animations. Run Forest, run!
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
@tamat Yes ! use ozz animation 😉. Kidding,.. What was your issue ?
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tamat
tamat@tamat·
@jozz_sc Never managed to solve this in a clean way. Any tips?
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
@SubstrataVr More generally, root motion is useful when the character moves away from the animation's origin: an attack, a jump, a dance...
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SubstrataVR
SubstrataVR@SubstrataVr·
@jozz_sc This is cool, what would you use it for though? Presumably the player physics will have a set run speed already, independent of the running animation?
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
@SubstrataVr The two approaches (code or animation driven) are widely used. It's not obvious for a run animation that almost has a constant velocity indeed, but that would for a limping walk/run for example.
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Eike Decker
Eike Decker@zet23t·
@jozz_sc Whew, first time watching it, I thought that guy was going to fall off the plane - what a relief he didn't😅
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
Root motion extraction is now supported by ozz import pipeline (fbx2ozz, gltf2ozz) on feature/motion branch. Enable it from the importer configuration (as usual): #L66" target="_blank" rel="nofollow noopener">github.com/guillaumeblanc…
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
@studio_galt Root motion in this example is imported from an animated joint of the skeleton. That's what the fbx2ozz or gltf2ozz importer/tooling will do too. To edit motion, you can edit the joint's animation in the DCC.
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
I started working on root motion extraction and added a new sample to allow experimenting with extraction parameters. Check out the sample live in your browser: guillaumeblanc.github.io/ozz-animation/… I'm looking forward to hearing feedback and questions.
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
More details about those changes added to the documentation: #sampling-animation-backward" target="_blank" rel="nofollow noopener">guillaumeblanc.github.io/ozz-animation/…
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
ozz-animation 0.15.0 is out! The long wait was worth it: 30% better compression rate, massive runtime performance optimizations (backward reading, seeking long animations, ...) and more. github.com/guillaumeblanc…. Thanks to all contributors.
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
ozz-animation pre-release 0.15.0 is ready for testing, with 30% better compression rate and massive runtime performance optimizations github.com/guillaumeblanc…. Please share your feedback.
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
@SheriefFYI Are there interesting PR to do from your fork? Any chance to sync back to the original depot? I believe 0.15 optimizations are worth it ;)
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Sherief, FYI
Sherief, FYI@SheriefFYI·
@jozz_sc No, this is my own fork from 0.13 ( 5ec6b509492eee2f799322b4b4cc3879f5735003 ). I thought the project abandoned and forked earlier, unfortunately.
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Sherief, FYI
Sherief, FYI@SheriefFYI·
@jozz_sc Before and after animation loading times from my benchmark:
Sherief, FYI tweet mediaSherief, FYI tweet media
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Guillaume Blanc
Guillaume Blanc@jozz_sc·
I started ozz-animation to experiment with new programming practices and have fun coding. It now has 2k+ stars, games shipped with it! Past or present, big or small, throwaway or shipped by millions, please tell us about your project using ozz-animation: github.com/guillaumeblanc…
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