An unofficial plugin for importing and using Ready Player Me avatars in Godot Engine
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An unofficial plugin for importing and using Ready Player Me avatars in Godot Engine
This is more of a future design discussion animation import pipeline
https://github.com/readyplayerme/animation-library
This existing RPM-Godot-SDK implementation has yet to integrate Godot4 Humanoid Retargeting template.
https://github.com/Malcolmnixon/GodotReadyPlayerMeAvatar/blob/e1b118c30a4cd13f882b95759c026a271ba16900/addons/godot_rpm_avatar/rpm_body.gd#L70
static func retarget(src_skeleton : Skeleton3D) -> void:
We need a working demo using RPM-Godot-SDK to drive body motion and facial animation procedurally
Remi123/MotionMatching#31 (comment)
Once there is a growth in the usage of RPM in Godot4, there may be a need for the avatar creator and customization in Godot4.
Right now, we have OpenAI (TTS, STT) addons in Godot4, demonstrating it with more advanced features are feasible
We now have Godot4 RPM addon
This is high in priority (in my view), next after having Godot4 RPM addon
We have Godot4 Mediapipe with c# wrapper with complete FacialLandmark captures which could be used to drive facial animation
However, what is demonstrated here is still missing in Godot4. A more complex text to lipsync that is worth evaluating.
Alignment with Text2Speech with lipsync and facial expression
Now it is possible to stream multiple different animation providers to RPM in Godo4
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