Comments (7)
I'm using ozz
in my little engine:
https://github.com/skaarj1989/SupernovaEngine
I've written a mesh converter. If anyone wants to use assimp
with ozz
take a look here:
https://github.com/skaarj1989/SupernovaEngine/tree/master/tools/MeshConverter/src
Soon I'll try to add ragdoll support with Jolt physics
from ozz-animation.
We used Ozz for our indie game Lumote. We shipped on basically everything, PC, Switch, XBox, PS, even Stadia (lol). It's a great little animation package! Thanks Guillaume.
https://store.steampowered.com/app/791240/Lumote_The_Mastermote_Chronicles/
from ozz-animation.
It's not a "usage" per-se, but I have a couple samples of how to integrate ozz-animation with the sokol cross-platform headers for rendering, maybe useful to some peeps. WASM/WebGL2 versions:
https://floooh.github.io/sokol-webgpu/ozz-anim-sapp.html
https://floooh.github.io/sokol-html5/ozz-skin-sapp.html => this sample might be interesting because it is rendering many characters each with their own animation state in a single draw call via hardware instancing and storing the animated bone matrices into a floating point texture (as a "poor man's" storage buffer replacement that also works in WebGL).
https://floooh.github.io/sokol-html5/shdfeatures-sapp.html
Click on src
and glsl
for the C/C++ and shader code.
The entire samples page is here: https://floooh.github.io/sokol-html5/
![image](https://private-user-images.githubusercontent.com/1699414/309470126-9dcb4191-287a-4b28-9a7c-9725d2e6fe84.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjE4ODUyOTksIm5iZiI6MTcyMTg4NDk5OSwicGF0aCI6Ii8xNjk5NDE0LzMwOTQ3MDEyNi05ZGNiNDE5MS0yODdhLTRiMjgtOWE3Yy05NzI1ZDJlNmZlODQucG5nP1gtQW16LUFsZ29yaXRobT1BV1M0LUhNQUMtU0hBMjU2JlgtQW16LUNyZWRlbnRpYWw9QUtJQVZDT0RZTFNBNTNQUUs0WkElMkYyMDI0MDcyNSUyRnVzLWVhc3QtMSUyRnMzJTJGYXdzNF9yZXF1ZXN0JlgtQW16LURhdGU9MjAyNDA3MjVUMDUyMzE5WiZYLUFtei1FeHBpcmVzPTMwMCZYLUFtei1TaWduYXR1cmU9MzA5Y2Q1YzhiYmQ2YzFjNjFiMzI2MjgxYzg3NDE4NTM3NTI5ZjUzZDNiYzgyNmFhNTNjZWJiMjQyYzdjMzM0ZSZYLUFtei1TaWduZWRIZWFkZXJzPWhvc3QmYWN0b3JfaWQ9MCZrZXlfaWQ9MCZyZXBvX2lkPTAifQ.usf5lePItVlaOZKNSgHe-dBtZl6gz92J8DVJmyIx-dM)
![image](https://private-user-images.githubusercontent.com/1699414/309470171-5fd4421d-d192-4ab1-9d26-afad60b3bff3.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjE4ODUyOTksIm5iZiI6MTcyMTg4NDk5OSwicGF0aCI6Ii8xNjk5NDE0LzMwOTQ3MDE3MS01ZmQ0NDIxZC1kMTkyLTRhYjEtOWQyNi1hZmFkNjBiM2JmZjMucG5nP1gtQW16LUFsZ29yaXRobT1BV1M0LUhNQUMtU0hBMjU2JlgtQW16LUNyZWRlbnRpYWw9QUtJQVZDT0RZTFNBNTNQUUs0WkElMkYyMDI0MDcyNSUyRnVzLWVhc3QtMSUyRnMzJTJGYXdzNF9yZXF1ZXN0JlgtQW16LURhdGU9MjAyNDA3MjVUMDUyMzE5WiZYLUFtei1FeHBpcmVzPTMwMCZYLUFtei1TaWduYXR1cmU9NGQzMWZiNjIwZDM5NTNmZWM5ZmE2YjNmZTE0ZjAzZGI5NGM4ZDdjOGQyYTk1YWM5MTY1ZjI0M2FlY2I0MjJjNCZYLUFtei1TaWduZWRIZWFkZXJzPWhvc3QmYWN0b3JfaWQ9MCZrZXlfaWQ9MCZyZXBvX2lkPTAifQ.YOgZhi_hhZaA1YH_SnjHXhJiGDK7Y6SMKmEj_OPyr-8)
![image](https://private-user-images.githubusercontent.com/1699414/309470233-268aedac-e1a4-477f-ba8a-f1c0de342a03.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjE4ODUyOTksIm5iZiI6MTcyMTg4NDk5OSwicGF0aCI6Ii8xNjk5NDE0LzMwOTQ3MDIzMy0yNjhhZWRhYy1lMWE0LTQ3N2YtYmE4YS1mMWMwZGUzNDJhMDMucG5nP1gtQW16LUFsZ29yaXRobT1BV1M0LUhNQUMtU0hBMjU2JlgtQW16LUNyZWRlbnRpYWw9QUtJQVZDT0RZTFNBNTNQUUs0WkElMkYyMDI0MDcyNSUyRnVzLWVhc3QtMSUyRnMzJTJGYXdzNF9yZXF1ZXN0JlgtQW16LURhdGU9MjAyNDA3MjVUMDUyMzE5WiZYLUFtei1FeHBpcmVzPTMwMCZYLUFtei1TaWduYXR1cmU9ZGM1NDZhM2RiNGY3ODZjYTkyMjFmMGRhMzhmMTcyYjRlYTMyYTdjZTI0NzVkNDU3ZjFiNDMzNjU4MjMyYWJiNiZYLUFtei1TaWduZWRIZWFkZXJzPWhvc3QmYWN0b3JfaWQ9MCZrZXlfaWQ9MCZyZXBvX2lkPTAifQ.r_mlX0GU33RyvsrfaryR8AJ9667YfrL79i5Jilk9QXY)
...one thing I'd like to try in the future is to move the animation evaluation to the GPU once compute shader support lands in sokol-gfx, this would mean replacing the animation code in ozz-anim entirely though, so I'm not yet sure about that idea ;)
from ozz-animation.
We are successfully and happily using it in ezEngine!
Unfortunately we don't have many free animated models with which we can show off the functionality, so I'm lacking cool screenshots, but you can see a bit in our documentation here. And for this sample project there is a video showing a simple animation setup in action.
There is much more that one can do, but I have no example at hand right now.
We mainly use animation playback, blending and additive clips. In the future I also want to integrate the IK functionality.
Ozz has been an absolute joy to work with, it is clean and to the point. It does what it's supposed to do, efficiently and easy to understand. It doesn't try to be too much, because all the high level functionality would differ in every engine anyway.
I am very happy to see that you are a bit more active again, even though there is really nothing that I'm missing from ozz, at the moment :)
from ozz-animation.
I'm a programmer and artist and back to September 2022, I was still leaving in Israel, preoccupied by the military occupation of the West Bank by the IDF. So I created this animated NFT for the fxhash platform:
You can experiment with it directly on fxash. Click on the "run" button to start the animation, or the "variations" button to get another configuration (in term of animation or layout).
How it works? I have my own cross-platform engine which I use for my artworks. I hacked some basic support for ozz-animation, and then relied on mixamo for their "mannequin" character and a dozain of their soldier animations.
from ozz-animation.
We are a small team with big ambitions which makes it important for us to meticulously select where to spend our time.
The open source community has great options in many area's which could help our project.
We are currently investigating these options.
For skeleton animation, OZZ immediately caught our eye.
Besides the many advanced animation features, things like memory allocators for close knitted integration into in-house technology.
Also, the attention to pipelines connecting with industry standards and tools are important for smooth production.
So far, we don't see opensource alternatives with (or without) a permissive license and the feature set of OZZ.
We're already looking forward to working with OZZ!
from ozz-animation.
I recently integrated OZZ into the Creation Engine for Starfield, utilizing the SFSE plugin system and an animation graph update hook. I was originally using a made-from-scratch animation system, but switched to OZZ for its performance & memory optimization, as well as its extensive blending solutions & built-in two-bone IK solver.
I don't have any impressive screenshots to share, but my hope is that it will allow users to create new & unique experiences within the game.
https://github.com/Deweh/NativeAnimationFrameworkSF/
from ozz-animation.
Related Issues (20)
- examples on how to integrate with OpenGL? HOT 2
- What CLI options did you exactly use to create the media/bin/*.ozz animations from FBX files? HOT 4
- Animation Playback HOT 25
- gltf2ozz issue HOT 2
- Trouble getting Skinning to work. HOT 3
- Make a new master release HOT 3
- glTF and FBX skeleton difference HOT 1
- The 'install' -target for make tries to change permissions on existing directories HOT 4
- The 'install' -target places some files in the installation root directory HOT 2
- Feedback/Suggestion: the exclusion of mesh data in ozz tooling makes the library less confortable to use
- Decoupling SamplingJob from file format HOT 2
- Skinning job doesn't preserve tangent handedness HOT 1
- Log adds a dependency on the standard C++ library for runtime HOT 2
- Failed to build on MSYS2 MINGW64 HOT 7
- gltf2ozz is not filtering out non joint nodes HOT 1
- How to define pole vector for two bone IK? HOT 4
- AnimationOptimizer too eager to early out ? HOT 1
- Can't build samples after adding fbxsdk folder to the FindFbx.make
- 3 bones with first 2 bones not animated producing discrepancy between playback sample and Khronos GLTF reference HOT 3
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from ozz-animation.