ETM_MULTIASSET #3
Replies: 3 comments
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I think there's a real use case here for a single model asset to have multiple LODs included in the metadata. The benefit being twofold: (1) platforms that do not automatically generate LODs now have LODs to work with and (2) higher-fidelity LODs, i.e. not generated by an automatic process. I'm starting some thinking around how this could be handled any would love to hear thoughts from others thinking about this. |
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VRchat is implementing imposters that users can generate, timestamped here: https://youtu.be/5K4mMn_JLpk?t=532 Overall similar stuff to what I outlined in my dev log: https://hackmd.io/@XR/avatarlod I think sprite sheets are the way to go, its too easy to break avatars with optimization and shaders have lots of complexity, taking a picture from diff angles captures likeness into a single draw call that can be texture atlassed / instanced for good perf |
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More notesGood reference: https://github.com/infosia/avatar-asset-pipeline#create-level-of-details-lod {
"name":"glb2vrm0_T_pose_optimize",
"description":"A-pose to T-pose, apply transforms, optimize it and convert glTF binary (.glb) to VRM spec 0.0",
"pipelines":[
{
"name":"gltf_pipeline",
"description": "Create glTF binary",
"components":[
"glb_T_pose",
"glb_transforms_apply",
"glb_overrides"
]
},
{
"name":"gltfpack_pipeline",
"description": "Optimize glTF",
"components":[
"gltfpack_execute"
]
},
{
"name":"gltf_pipeline",
"description": "Create VRM",
"components":[
"glb_z_reverse",
"glb_jpeg_to_png",
"vrm0_fix_joint_buffer",
"vrm0_default_extensions"
]
}
]
} Blender pipelineWebaverse pipelinehttps://github.com/webaverse/app/blob/master/avatar-spriter.js Unity Pipeline
RequirementsIMO best to have atleast a walk cycle so avatars walking at a distance look more natural
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This is a place to discuss the latest version of the ETM_MULTIASSET extension of the ETM standard.
Feel free to propose new ideas, changes or fixes.
Or, just let the community know that we have your support in adopting this extension!
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