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en:concept:start [2024/02/23 22:10] – [Parameters] yussunaen:concept:start [2025/02/21 19:47] (current) – [Bones and Blendshapes] What each bone value means yussuna
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 ====== Basic Concepts ====== ====== Basic Concepts ======
 +For more detailed informations check [[en:software:creator:start|Inochi Creator]] and [[en:software:session:start|Inochi Session]].
  
 ===== General vtubing ===== ===== General vtubing =====
 On vtubing, content creator uses model as avatar to present themselves. On vtubing, content creator uses model as avatar to present themselves.
-Model can be 2D or 3D, on 2D models, there are static models (.png) and moving 2D models (react png, realtime facetracking).+Model can be 2D or 3D. On 2D models, there are static models (.png) and moving 2D models (react png, realtime facetracking).
  
 ===== Motion tracking ===== ===== Motion tracking =====
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   * [[timeline|Timeline]]   * [[timeline|Timeline]]
   * [[keyframe|Keyframe]]   * [[keyframe|Keyframe]]
 +
 +
 +===== Shortcuts =====
 +Shortcut and hotkeys on Inochi2D's software.
 +  * [[shortcut|List of Shortcut and hotkeys]]
 +
 +
 +
 +===== Bones and Blendshapes =====
 +
 +The terms of "**Bones**" and "**BlendShapes**" are an abstractions that comes from the digital animation world. **Bones** are the elements used to define the orientation of 2D/3D models parts. A **bone** has a position (X, Y, Z) and an orientation (Yaw, Pitch, Roll). On the other hand, **[[https://en.wikipedia.org/wiki/Morph_target_animation|blendshapes]]** are used to express mesh deformations, usually through the use of key frames and interpolation.
 +
 +In the context of camera tracking, tracking software usually creates an internal 3D model that is deformed to match the shape of the body seen by the camera. Then both **bone** and **blendshape** information is extracted from this internal 3D model to be sent as data. For example, a parameter that most camera tracking software abstracts as a **bone** is the **Head**, which has both a **position** and **orientation**. More advanced tracking solutions can also send **hand** and **finger** data as **bones**. In the case of **blendshapes**, the parameters carry numeric information on how much a specific part of the tracked model has deformed.
 +
 +In short, Blendshapes are a way to represent facial expression data. You can use them to input those expression to your vtuber model.
 +\\ \\
 +Example:
 +  * [[pitch-roll-yaw|Head bone data]]
 +  * Bone ( [A, B, C], [D, E, F, G] )
 +    * **A:** X (Left-Right)
 +    * **B:** Y (Up-Down) 
 +    * **C:** Z (Front-Back)
 +    * **D:** Rx
 +    * **E:** Ry
 +    * **F:** Rz
 +    * **G:** Rw 
en/concept/start.1708744253.txt.gz · Last modified: 2024/02/23 22:10 by yussuna