Can someone help me with implementing 3d models in renpy?
Posted: Wed Jun 15, 2022 4:32 pm
I hope this doesn't sound too complicated. I've been trying to figure out how to use rigged 3d models for character sprites, but there isn't much information on it. The aim is to create animated customization character sprites similar to live2d. Basically having a character model that has bones which can control the model by loading poses or animations.
It seems to be possible. I've found somebody who has done it here:
https://www.youtube.com/watch?v=etJovr7wQiI
It's connected to this post also:
viewtopic.php?f=8&t=42512&p=443641&hili ... al#p443641
I'm really grateul to sawer/bitsawer for their work here.
I've managed to get opengl set up and a static 3d room to display.
Unfortunately the github page doesn't have demos of the model in the video where there are shapekeys and bones like you would see in a 3d modelling program such as blender for example.
Generally I'm pretty decent at working with and understanding renpy, and I have a lot of experience with 3d modelling in blender. I would really like to be able to export a 3d model mesh that has some sort of bone/armature structure attached to the mesh for movement. It would be really useful to be able to use shapekey animation to adjust facial expressions.
I know alternatives would be to just use live2d, a movie clip, or use rendered frame by frame animation. In my experience these alternatives offer a lot of limitations and issues. Live2d is probably the best alternative, but is still more limited than using blender to create a rigged 2d skeletal animation. Not to mention the license thing and that it seems newer versions can't be used without internet connection. Movie clips and pre-rendered frame by frame animation are very inefficient and take up a lot of memory. They can be very tedious and time consuming to produce. If you for example, have a small mistake on the character or want to change a detail then you have to redo the whole movie clip(s) and re-render all the animations. It's not as practical as a 3d model where you can simply edit and update the textures quickly and easily to fix those kinds of issues. A low poly 3d model or rigged 2d skeletal animation made in a 3d modelling software will 9/10 be much less memory than a movie clip or loading potentially 1000s of images for a few short animations.
Any help with this at all would be really really great, thanks!
It seems to be possible. I've found somebody who has done it here:
https://www.youtube.com/watch?v=etJovr7wQiI
It's connected to this post also:
viewtopic.php?f=8&t=42512&p=443641&hili ... al#p443641
I'm really grateul to sawer/bitsawer for their work here.
Unfortunately the github page doesn't have demos of the model in the video where there are shapekeys and bones like you would see in a 3d modelling program such as blender for example.
Generally I'm pretty decent at working with and understanding renpy, and I have a lot of experience with 3d modelling in blender. I would really like to be able to export a 3d model mesh that has some sort of bone/armature structure attached to the mesh for movement. It would be really useful to be able to use shapekey animation to adjust facial expressions.
I know alternatives would be to just use live2d, a movie clip, or use rendered frame by frame animation. In my experience these alternatives offer a lot of limitations and issues. Live2d is probably the best alternative, but is still more limited than using blender to create a rigged 2d skeletal animation. Not to mention the license thing and that it seems newer versions can't be used without internet connection. Movie clips and pre-rendered frame by frame animation are very inefficient and take up a lot of memory. They can be very tedious and time consuming to produce. If you for example, have a small mistake on the character or want to change a detail then you have to redo the whole movie clip(s) and re-render all the animations. It's not as practical as a 3d model where you can simply edit and update the textures quickly and easily to fix those kinds of issues. A low poly 3d model or rigged 2d skeletal animation made in a 3d modelling software will 9/10 be much less memory than a movie clip or loading potentially 1000s of images for a few short animations.
Any help with this at all would be really really great, thanks!