hi everyone, I was looking for a way to virtualize characters in AR using body tracking and I discovered that using Snapchat's new full body tracking features we could eventually create a filter that allow me to do what I imagined.
So, I started with the included "Full Body Attachments" template, read the documentation about it, and after that noticed that it also comes with a 2nd example on the same template, but this time using bones and a Rig to deform a mesh, instead of 3D floating elements parented to body parts as the main example of the aforementioned Template:
And this was exactly what I was looking for, not floating parts but actual bone deformation.
But, when I started to figure it out, discovered that the Spirals_mesh file that was being deformed was not a file that could be opened in any way, not to look inside of it, or use it as a reference to emulate the 15 joints rig that is inside of it, and that allows to control it with the armature of the Skinned Mesh example, and that's because it is a .mesh Snapchat's proprietary file:
This caused me to start to guess how to build the rig, with no success at all, I could eventually move bones using proper naming conventions on my FBX file, but no further success on the placement of the bones, and that also prevented from briefing an animator to make a rig for this because I do not know more than just the possible names of each joint/bone based on the armature structure of the example.
Is there any way that I can have access to a guide that tells me how to build that rig in order to create my own bone deformed assets to create filters like the one we want to test?, or a 3D file like Spirals_mesh that we can open and look at it to use it as a reference?
Hope that a snapchat team member read this.
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