MikuMikuDance viewer (129 posts)

  • Profile picture of 1p said 1 year ago:

    Hi.
    I’m working on MikuMikuDance viewer.
    About MikuMikuDance:

    http://en.wikipedia.org/wiki/MikuMikuDance

    YouTube


    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.

  • Profile picture of mifth mifth132p said 1 year ago:

    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. :)

  • Profile picture of 1p said 1 year ago:

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

    Thanks.

  • Profile picture of mifth mifth132p said 1 year ago:

    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.

  • Profile picture of normen normen1290p said 1 year ago:

    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

  • Profile picture of 1p said 1 year ago:

    > 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

  • Profile picture of 1p said 1 year ago:

    > 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.

  • Profile picture of normen normen1290p said 1 year ago:

    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).

  • Profile picture of ceiphren ceiphren92p said 1 year ago:

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

  • Profile picture of 1p said 1 year ago:

    Thanks!

  • Profile picture of mifth mifth132p said 1 year ago:

    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?

  • Profile picture of 1p said 1 year ago:

    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.

  • Profile picture of mifth mifth132p said 1 year ago:

    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…

  • Profile picture of pspeed pspeed815p said 1 year ago:

    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. :)

  • Profile picture of 1p said 1 year ago:

    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.