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Woooow I was actually looking into automatic rigging but look what happened! Feels kinda like puppetwarp but for 3D – so fun! Works on heavy AI meshes too
33,393 görüntüleme • 8 gün önce •via X (Twitter)
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And powered by @threejs TSL / WebGPU as always! Live now on Mesh Baker as experiment, enable it under Experiments > Show Deformation Settings Try here with your own meshes:

yoga owl

oh cool. it would be fun if there was a timline and these transformations can be animated with keyframes, can be a interesting workflow

Yeah totally! I think it can also be converted to regular rigging & skinning that preserves everything that happens here

@grok is there an API for this

Automatic rigging is a great productivity leap when it handles the ugly cases, not just clean character meshes. I’d test joints with non-manifold geometry, extreme proportions, and downstream deformation quality so the speedup survives the handoff into animation and simulation.

this is what Zbrush promises to be

This is so cool!!

Thanks! Please share if you make something cool with it 😄

that's the easy part of rigging for me , does it add constrains ? ik ? select target and pole by it's own ?

The points you see above are auto placed, I didn’t place them by hand Do you have a good example for the type of IK you’d like to see?

Yeah, that’s more or less what I understood, but how do you handle it when you need to rig a leg so that the knee bends automatically when you lower the pelvis while the foot stays planted on the ground?

In other cases, you might want to limit the rotation or target a secondary control. I’m not a rigging specialist, but to me, all of that is the hard part.
