Godot Version
4.4.1
Hi all,
Just wondering if any of y’all have used humanizer in your projects? I stumbled upon it and took 2 days trying it out. I know that’s not a long time, but I am in a hurry to get my game out and need to iterate quickly.
I created about 10 models and started animating them. I was quickly impressed with how they looked and how you could tweak them, albeit the GUI is kinda janky UX/UI-wise. I was also impressed by the bones that were added. It rigged it completely and gave me LOTS of control.
Animating directly in Godot 4.4.1 was a pain in the butt so I exported to blender and animated there. I exported my glb and noticed it was 30mb! Well this was a POC so I said screw it for now and used it. It worked, but inflated my memory footprint significantly. I’m sure some of it was because of uncompressed textures, but also I think it was loading their core into the project as well.
I have been working with very slim models 2-3mb which look great, but don’t have all of the bells and whistles with the humanizer stuff, the lovely saccades, but my old models were quite efficient and I could easily put 30 in a scene with no significant memory footprint issues all running at me trying to kill me.
So I guess a few questions:
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I’ve kinda abandoned humanizer from my project because 1 model added to my game for testing added 170mb to my runtime memory! Am I doing something wrong? Should I not abandon it?
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Am I smoking chocolate crack or is animating directly in godot (people, not simple things like guns, etc.) a pain in the butt? I finally figured out how to do it, but it is not intuitive at all. You have to ensure there is a current track for the bone in question to use the insert keyframe for single bones. I didn’t want to add every bone and my mother with the other button. And then it doesn’t autocomplete the bones when you’re inserting the bone track, you just have to know what they are from the inspector. Is there a better way, or is this the way?
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Last question I promise. I’ve got my models lip syncing (I tried baked lipsync, but had to jettison it because it didn’t work for 4.4.1), so I just created animations for the rhubarb visemes and have a little GUI tool that I wrote which takes audio and translates the visemes to structures and my dialoguemanager loops through those and plays the respective audio, but since these are very short individual animations, is it advised/okay to blend very short animations with longer animations like walking/running/gestures? I tried doing this and got very strange results. Is there a tutorial for blending lipsyncing with gestures somewhere?
Thanks ![]()