I have a 3D model of a human consisting of a skeleton and skinned meshes. My AI model detects the joints and extracts their coordinates, which I aim to use for animating the model. Initially, I considered interpreting these coordinates as rotations and applying them to the bones, but I found this approach to be too challenging. I am now exploring alternative solutions, such as directly utilizing the X, Y, and Z coordinates. However, I encountered difficulties when trying to modify the positions of the skinned meshes attached to the joints. I believe I am lacking the required knowledge of Three.js to solve this issue effectively. I would greatly appreciate any suggestions or advice you may have.
Related topics
| Topic | Replies | Views | Activity | |
|---|---|---|---|---|
| SkinnedMesh transform issue applying transforms to bones | 0 | 1349 | January 21, 2022 | |
| Moving skeleton bones according to local coordinates | 0 | 531 | May 24, 2023 | |
| Live character animation | 1 | 831 | March 15, 2021 | |
| Fitting skeleton to mesh after using shape keys? | 1 | 52 | December 26, 2024 | |
| How to connect the bones with the datGui slider correctly? | 3 | 2314 | November 3, 2017 |