Video wird geladen...

Video konnte nicht geladen werden

Zur Startseite

skin-tokens.cpp is out. Auto-rigging, running locally on CPU or Vulkan, from the same group that ported Kimodo to C++. Drop in a static mesh, get back a skeleton and skin weights, export a rigged GLB. Non-humanoid meshes too, the demo ships a giraffe. With Trellis2 for the mesh and...

12,348 Aufrufe • vor 13 Tagen •via X (Twitter)

10 Kommentare

Profilbild von Stefan 3D AI
Stefan 3D AIvor 13 Tagen

Repo: Original SkinTokens by VAST AI: And kimodo.cpp for the motion side:

Profilbild von Peter
Petervor 13 Tagen

Everything locally.... That's awesome. I've been trying for two weeks to get trellis or pixal3d working in comfyui, maybe today I will figure it out.

Profilbild von Digital Dimension
Digital Dimensionvor 13 Tagen

Nice, will try it with something I have done as a front-end for trellis.2!

Profilbild von cetusian
cetusianvor 13 Tagen

i'd try this tonight if it takes a messy mesh. what size before it falls over

Profilbild von alex okita
alex okitavor 13 Tagen

This is a pretty neat project! very cool to see how far along animation is coming, soon the full 3d game generation pipeline will be in place.

Profilbild von xenstudio
xenstudiovor 13 Tagen

do you happen to know if they plan on advancing kimodo.cpp to feature parity with the nvidia python tooling?

Profilbild von Jessy Leite
Jessy Leitevor 13 Tagen

Super cool!

Profilbild von Mr Pixel | Driftania 🏝
Mr Pixel | Driftania 🏝vor 13 Tagen

local auto-rig that still trips over its own ankles at the end is the most honest demo possible.

Profilbild von Stefan 3D AI
Stefan 3D AIvor 13 Tagen

That shows kimodo animations, there is an issue now. But I think author will fix that soon and I will make video

Profilbild von Mr Pixel | Driftania 🏝
Mr Pixel | Driftania 🏝vor 13 Tagen

rough handoff footage ages better than a polished lie. 🙂

Ähnliche Videos

Ferris State HC Tony Annese - Mesh (QB/Ball Carrier) & Motion Fundamentals QB Mesh Fundamentals - Regardless of play, the first thing the QB needs to do to make sure he has a good mesh is stab the ball back off his hip towards the ball carrier as far as he can. - His arms should be straightened with his eyes at the HOK. - The ball should move with the back through his track. - If the ball is pulled the decision must be made by the time the ball gets to the QB's front hip. Ball Carrier Mesh Fundamentals - The potential ball carrier is the one that is responsible for his track. He needs to make sure his is at the mesh point that the QB is creating. - He must maintain a pocket that is firm enough to secure the ball but loose enough that the QB can pull the ball if the read is a pull read. - Do not deviate from the track until you fully clear the mesh. - If you do not get the ball then track away from the HOK and make him chase you. Motion Fundamentals - All of our motions start up at FULL SPEED! It is incredibly important to make every motion at full speed so the QB has a consistent timing. - The QB is responsible for sending the motion back on every play except for the triple option. - This allows us to control each motion easier. - Every Jet motion should be timed as if the jet back was getting the ball regardless of play. - The motion back will change his depth based on play. - This allows us to use motion with a multitude of schemes. - The motion stops at different spots on different plays and each perimeter player must understand where he should stop for each play.

James Light

19,145 Aufrufe • vor 8 Monaten

I gave GPT-5.6 Sol Ultra a full set of character references: front T-pose, four-side turnaround, idle, walk and attack poses. The goal was not just to generate a nice mage image. It had to rebuild the character in Blender, rig it, create 3 animations, export a real GLB and then build a complete Three.js showcase around it. The full goal was completed in 2h11. The pipeline works: the model loads in the browser, the camera can orbit around it, Idle / Walk / Attack are playable, and the page displays the real mesh, material and animation data. But the before/after also shows exactly where image-to-3D still struggles. The overall identity is there, but the proportions became much more chibi and blocky than the original reference. The hat lost its clean folded silhouette and turned into a striped curved tube. The face and eyes are too large and too bright, while the original had a darker hood with much smaller cyan eyes. The robe layers, shoulder shapes and front ornaments were also simplified too aggressively. The back is clearly the weakest part: the cape became a large smooth cone, most of the costume structure disappeared, and the head turns into a glowing purple sphere instead of preserving the dark hooded silhouette. Some gold trims are uneven, the hands are still rough, several parts intersect, and the materials look much more saturated and plastic than the reference. So no, this is not a perfect “one prompt 3D character” result. But going from a few generated references to a rigged, animated GLB running inside a custom web showcase in 2h11 is already a pretty interesting baseline. Now the real work starts: fixing the silhouette, rebuilding the back, cleaning the materials and improving the animations.

Givros

24,498 Aufrufe • vor 2 Monaten