
Scott Petrovic
@scottpetrovic
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Work on Mesh2Motion on my free time. Also help with UI design for Krita.
Boston, MA
Joined November 2008
Update 4 is live! 🎉 ✨ Animation video previews ✨ Dark & light theme toggle ✨ Better navigation ✨ Animation player Full release notes: https://t.co/OgRfSTJyBb Try it out: https://t.co/X5WewdkGym Would love your feedback — what should I improve or add next?
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Added a UX improvement to make previewing skeletons and hand variations a little easier. This will be in the next release. https://t.co/f9XMkGMicr
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What would you say to an animation tool that is as easy to rig and add animations as Mixamo... but completely free and open source? Meet Mesh2Motion! https://t.co/6GzC3V5pdZ
#gamedev #indiedev
gamefromscratch.com
Mesh2Motion is a free and open source alternative to Mixamo, even better it can handle 4 legged animals as well as avian skeletons.
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Major Mesh2Motion update dropping soon! 🔥 New features include: - Dark/light theme toggle - Video previews - Animation player - Mini 3D view helper - Better navigation Can't wait to share what I've been building → release coming soon
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Undo system, hand variations, and animation filtering released for mesh2motion. #threejs #gamedev #mixamo #OpenSource Release notes: https://t.co/OgRfSTK6qJ Try it out: https://t.co/X5WewdlenU
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Working on Mesh2Motion when I have time. Just coded up an undo/redo system when editing the skeleton. Will push this out with another couple things when I get around to it. #threejs #mixamo Source code: https://t.co/f9XMkGLKmT
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Live preview of bone weight display and better blending weight algorithm. Part of "Update 2" just released for Mesh2Motion. Everything is #OpenSource of course. https://t.co/OgRfSTJyBb
#threejs #gamedev
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Just pushed out "Update 1" for Mesh2Motion. This adds a new bird type for rigging as well as other UX and performance improvements. See the full release notes here #threejs #gamedev
https://t.co/OgRfSTJyBb
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Spent a bit of time on performance to make the skinning process faster. The human rigs skin pretty much instant on the sample now. I will release an "Update 1" for the app soon with this change along with other improvements. https://t.co/I4HcKtmYJr
#gamedev
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Re-learning Blender this week to create some new rig types and animations for mesh2motion. I will try to get an update out this week with some nice changes and additions. https://t.co/I4HcKtmYJr
#blender
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If anyone in the universe is out there that uses things like mixamo, I would love some feedback on this new open source project I have been working on built with #threejs
https://t.co/w5URGp51ul
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I made a thing with @electronjs . A simple mind mapping software. Let me know if I need to add anything... https://t.co/zRpecd0F1o
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Just released the new https://t.co/sKa09zGPjh website. A lot easier to manage and works better for translators. Switched to using the #hugo static site generator. https://t.co/xBg4PzR2TI
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Starting to add basic support for importing mixamo animations into my web app. Added a bit of bone mapping logic as well for the simplified skeleton. Need to figure out what is going on with a few joints after import. #threejs
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Added a couple of features to my little auto-animator web application. Added orienting a model after it is loaded. You can now also open the arms for larger characters for their animations. Try it out here... https://t.co/BlVFeYIpDM
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Here is the URL if anyone wants to play around with what I have so far...
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@VoR this is kind of the workflow I have so far with the web app. This is a pretty "dumb" skinning technique though.
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Load a 3d model, position your skeleton, and then apply and export animations. This is a sample of what I have so far. Built with #threejs
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