Scott Petrovic
@scottpetrovic.bsky.social
360 followers 160 following 30 posts
UI Design & Development, aspiring 3d web developer
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Update 5 released for Mesh2Motion!

🐉 New Dragon rig with starter animations
✨ UX improvements & fixes
✨ Fixed GLTF imports + new DAE format support (ZIP bundling required)

Release notes: mesh2motion.org/news
Try it: app.mesh2motion.org

Would love your feedback!
Any help would be great. My animations are pretty bad.
can you point me to a link to where you got that file? That almost looks like the origin point for the model is way below the actual mesh
I would have to see your mesh to see what is going on. I tried a couple FBX files and they seemed ok. My guess is the origin for the model is maybe in a weird spot. It is usually at 0,0,0
That should be ok. Are there issues? Just select all the meshes in Blender and export to a GLB. Then try to import them into Mesh2Motion
Yep. Use them however you want.
Thanks. This project is pretty new. It might take sone time. A lot of people aren't on this platform too.
Update 4 is live! 🎉

✨ Animation video previews
✨ Dark & light theme toggle
✨ Better navigation
✨ Animation player

Full release notes: mesh2motion.org/news
Try it out: app.mesh2motion.org

Would love your feedback — what should I improve or add next?
Major Mesh2Motion update dropping soon! 🔥 New features include:

- Dark/light theme toggle
- Video previews
- Animation player
- Mini 3D view helper
- Better navigation

Can't wait to share what I've been building → release coming soon
Just fixed this. That extension cannot parse CSS like *, so it breaks if it sees that.
It could potentially be an option in the future. Face rigs are just more bones in the head area. There are currently no rigs in the app that have face bones though.
Are you using any chrome extensions. At the least Dark reader cannot handle some CSS, so it breaks. I did just do an update to the site to simplify the CSS so Dark reader can parse the CSS.
Yes. I feel like GLB/GLTF is kind of the format to use now. I do have FBX model import since some models use that, but I only am doing GLB exports.
Thanks for letting me know. Someone else had a similar issue and I couldn't remember what might be doing that. I could try to install that to see what it doesn't like.
The majority of the animations right now is the Quaternius for the human skeleton. I did the other fox and bird animations, but I am pretty terrible at animating. Those will need to be built out more.
Yeah. His stuff is great. When he originally came out with this animation pack, that gave me some motivation to work on this tool and plug his animations in.
Thanks. Let me know if you have any feedback!
Just re-read the message about Chrome. That is weird since that is mostly all I use.
Maybe a hard refresh or try different browser? Good ideas, if you find anything, could you make report(s) on github? What browser are they using? I feel like I have seen that before. That will be easier for me to track all the requests:

github.com/scottpetrovi...
GitHub - scottpetrovic/mesh2motion-app: Import a 3D Model and automatically assign and export animations
Import a 3D Model and automatically assign and export animations - scottpetrovic/mesh2motion-app
github.com
Each bone is assigned to a different color. So it technically is more of a segmentation map the way it is displayed. I wasn't sure the best thing to call it.
Live preview of bone weight display and better blending weight algorithm. Part of "Update 2" just released for Mesh2Motion. Everything is #OpenSource of course.
mesh2motion.org/news #threejs #gamedev
Just pushed out "Update 1" for Mesh2Motion. This adds a new bird type for rigging as well as other UX and performance improvements. See the full release notes here #threejs #gamedev

mesh2motion.org/news
Spent a bit of time on performance to make the skinning process faster. The human rigs skin pretty much instant on the sample now. I will release an "Update 1" for the app soon with this change along with other improvements. mesh2motion.org #gamedev