MikuMikuDance viewer

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This topic contains 128 replies, has 17 voices, and was last updated by  Anonymous 2 years, 7 months ago.

Viewing 15 posts - 1 through 15 (of 129 total)
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  • #19829
    +5

    Anonymous

    Hi.
    I’m working on MikuMikuDance viewer.
    About MikuMikuDance:
    http://en.wikipedia.org/wiki/MikuMikuDance
    YouTube
    http://www.youtube.com/watch?v=MhU2MP7euts

    JavaWebStart
    http://chototsumoushinp.dip.jp/miku/souko/test3/
    features:
    GLSL skinning
    GLSL toon shade
    Inverse Kinematics (CCD)
    btGeneric6DofSpringConstraint support(ported from Bullet Physics 2.76)
    http://i.imgur.com/HMmki.png

    Thanks.

    #133717

    mifth
    359p
    Participant

    WOW, nice work!!! Rigid body rig is really cool. As as i understand, this program will be useful for motion capture, animation viewing, model viewing, glsl rendering. And it could be used in cartoon video production.?

    I did not find a license of your program on your wiki, so i dont know if it is GPL or not. I suppose it’s not.

    I just would like to ask if you can to share with your toon shader with our community…
    I contributed some of my shaders to JME3, because i think that the community does not have good shader prefabs yet…
    If you are able to share, so I can easily add your shader to my repository. http://code.google.com/p/jme-glsl-shaders/
    Also, I can add you as a member to my repository for future shader improvements. :)

    #133718
    +1

    Anonymous

    Hi.
    This software is open source and the license is same as JMonkey Engine.

    Thanks.

    #133719

    mifth
    359p
    Participant

    WOW! That’s really great. Thank you for sharing.
    Question:
    Can I add your shader to my repository? I can add any link or trademark you want. If yes, so where can I browse your shader code?
    Or you can post pixel and vertex shaders here.

    Thanks.

    #133720

    Normen Hansen
    2792p
    Keymaster

    chototsu said:
    btGeneric6DofSpringConstraint support(ported from Bullet Physics 2.76)

    Why did you “port” that? Its available in the jME3 bullet system. com.jme3.bullet.joints.SixDofJoint

    #133721
    +1

    Anonymous

    > Can I add your shader to my repository?
    Yes.

    > I can add any link or trademark you want
    Please link my blog.
    http://blogs.yahoo.co.jp/chototsu_moushinp

    > If yes, so where can I browse your shader code?

    http://chototsumoushinp.dip.jp/miku/souko/test3/pmdshadersrc.zip

    #133722

    Anonymous

    > Why did you “port” that? Its available in the jME3 bullet system. com.jme3.bullet.joints.SixDofJoint

    JBullet supports btGeneric6DofConstraint , but JBullet doesn’t support btGeneric6DofSpringConstraint yet.

    #133723

    Normen Hansen
    2792p
    Keymaster

    Oh, I didn’t read the “Spring” in there ^^ Cool, we can add that to our jbullet version maybe, then we can add it sooner than thought (w/o native bullet).

    #133724

    ceiphren
    282p
    Moderator

    Nice. Something different between all the game projects. Like it.

    #133725

    Anonymous

    Thanks!

    #133726

    mifth
    359p
    Participant

    Thank you again. I’ll put your shader to my repository asap.

    Just interested… what benefits with glsl skinning against common (by engine) skinning? As far as I know glsl uses GPU. Will it be faster or better productivity?

    #133727

    Anonymous

    The advantage is that reduce data transfer.
    GLSL skinning on fast GPUs is faster than CPU skinning,
    however GLSL skinning on old GPUs is slower than CPU skinning.

    #133728

    mifth
    359p
    Participant

    In other words, GLSL skinning can save fps if there are many animations in the scene, right? It’s interesting what kind of skinning preferred in cryengine, source engine… at present.

    On the other hand, there will be in two times more shaders… with skinning and without it.

    Or possibly, GLSL skinning could be better for the bullet physics calculations? I mean about bone rigged body, ragdoll…

    #133729

    pspeed
    3053p
    Keymaster

    Many modern setups have souped up graphics cards but slooooow buses. In this case, minimizing the mesh transfer is preferable.

    For example, in Mythruna, some machines seem to get really high and consistent frame rates, but whenever they turn around it can take seconds (yes seconds) to send the new unculled data to the card. These machines would really like hardware skinning. :)

    #133730

    Anonymous

    By my experience:
    GeForce Go 6150
    GLSL skinning works, however it’s very slow and instability.

    GeForce 8400GS
    GLSL skinning works.

    GeForce7600GT
    GLSL skinning works fast.

    GeForce9600GT
    GLSL skinning works very fast.

    CPU skinning:
    All vertex data transferred only once per running application.
    But matrix data transferred per frame.

    GPU skinning:
    All vertex data transferred per frame.

    Uniform variable capacity is very small.

    uniform mat4 m_BoneMatrices[100];

    This code works on GeForce9600GT, but it doesn’t work on GeForce Go 6150.

    GLSL skinning doesn’t work with MikuMikuDance models because bone size of MikuMikuDance is over than 200.
    I divided mesh per 20 bones and at last, it works.

    I tried Vertex Texture Fetch like this:
    http://www.ozone3d.net/tutorials/vertex_displacement_mapping.php
    However, it’s too hard for me.

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