QtMeshEditor 3.23.0
Live performance capture (webcam/video → animation), a much larger text-to-motion clip library, and PS1 capture improvements — collected from master since 3.22.0.
Highlights
-
Performance Capture / Mocap (epic #869) — drive a rigged character from a webcam or a video file, live or recorded:
- Face capture — 52 ARKit blendshapes driven from facial landmarks (
FaceCapPredictor, ONNX). - Body capture — full-body pose → the 22-joint canonical skeleton via
PoseCapPredictor+PoseIKSolver, retargeted onto your rig. - Live Performance Capture panel in the app (camera permission handled on macOS), plus record-to-clip so a take becomes an ordinary animation you can trim, loop, and export.
- Surfaces: GUI panel, CLI
qtmesh mocap --face/--body, and MCP live-capture tools. Models download on first use from dedicated Hugging Face mirrors.
- Face capture — 52 ARKit blendshapes driven from facial landmarks (
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Text-to-motion: bigger, cleaner clip library (#838) — the generated-animation library grew from 47 CMU-only clips to 115 clips across 23 actions, assembled from a CC0 / CC-BY corpus (Sketchfab + OpenGameArt + Quaternius). New quality gates (humanoid-role gate, mid-clip "topple" rejection, energy band, dedup) drop bad takes automatically. Type an action in the Animation panel's Generate from text field, or
qtmesh anim <file> --generate "<action>". -
PS1 runtime ripper — same-object part merging (#412) — capture parts belonging to one object are now merged across frames into a single coherent mesh.
-
CI hardening — the SonarCloud coverage step now runs via the official
sonarqube-scan-action(bundled JDK), fixing the Java-17 deprecation breakage.
Text-to-motion — animation quality status
The library is experimental and quality varies by action. Being honest about where it stands today:
✅ Good — production-usable on a humanoid rig:
- Working, Strafe (left/right), Shake / Wave, Pick up — clean, natural, upright motion that retargets well.
- Punch, Kick, Jump, Dance, Idle, Climb, Crawl also generally read well.
🚧 Work in progress — usable but not yet great:
- Walk, Run, Sit can move/lean toward the wrong side on some rigs (a per-clip retarget issue we're still tuning — some source clips bend the wrong way). These are being iterated in a follow-up; the "Good" list above is the quality bar we're driving the rest toward.
Everything else (attack, death, roll, pray, swim, look, sing, etc.) is included but less validated — treat as experimental.
Install
- macOS:
QtMeshEditor-3.23.0-MacOS.dmg - Windows:
QtMeshEditor-3.23.0-setup-Windows.exe(installer) orQtMeshEditor-3.23.0-bin-Windows.zip(portable) - Linux:
qtmesheditor_amd64.deb, orbrew install ..., WinGet, Snap, Docker (ghcr.io/fernandotonon/qtmesh)
Signatures (*.minisig) and SHA256SUMS are attached.
