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Three.js - Self-built Tokyo Miniature City Wandering
Created2023-07-14|3D
Hope someday I can build my own world like this. Existing bug: When animations are added, we cannot add moving objects with a collision volume, still donno how to solve it. 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231 ...
Three.js - Self-built Collision World
Created2023-07-14|3D
Learn to use Three.js Refer to the Collision World project in Three.js official examples to learn Three.js. Existing problem: do not really know the calculation process of velocity in the sphere-sphere collision portion because of my physics level. 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112 ...
基于UE及iClone的数字人驱动
Created2023-07-14|3D
实习阶段性项目及学习成果报告 1. Introduction在基于应用软件Unreal Engine与iClone的数字人(MetaHuman)生成与驱动中,有两种解决方案:第一种是驱动iClone系列产品Character Creator自定义捏脸生成的character;第二种是驱动Unreal Engine系列产品MetaHuman Creator自定义捏脸生成的metahuman,两种方式各有优劣,当依据实际情况自行选择。 2. Live LinkLive Link作为联通Unreal Engine与iClone的桥梁插件,在整个过程中起到至关重要的作用。通过Live Link插件,可以实现Model Transfer、Model Synchronization的功能。 操作方式亦十分简单,将Live Link for Unreal插件下载好后分别导入当前UE项目及iClone软件中即可使用,之后于iClone中选定要Transfer / Link的对象,点击Transfer file / Activate Link按键后即可自动实现模型的传输。 3. Character ...
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