rigged-body
One shape for a character's body, whoever made it. A rigged body is a rest mesh on UAL's skeleton with its skin weights: what the rig tool makes of any mesh and its markers, and what human-rig makes of MakeHuman's body and its sliders. Everything the character builder does with a body (play clips, stand it on the floor, cut garments, fit hair, dress it) takes a rigged body, so it works the same on either.
import { bodyFromMarkers, buildBody, objTriangles } from 'tosijs-3d'
const body = bodyFromMarkers(objTriangles(text)) // markers guessed
const built = buildBody(scene, 'weasel', body) // a Babylon skeleton on it
THREE PRODUCERS: bodyFromMarkers (any mesh and its markers), humanBodyMaker
(MakeHuman's sliders), and loadSkinnedBody (in auto-rig): a
file already skinned to UAL's skeleton, as Quaternius' characters are or as
you can bind a mesh to it in Blender, taken as it is: its joints, its weights,
no markers. The skeleton to bind to comes with Quaternius'
Universal Animation Library
and Universal Base Characters
(CC0, pay what you want; the Blender sources are in the paid tiers): get it
there rather than from the copies this site's demos load.
A rigged body is plain data, Babylon-free:
positions,indices: the rest mesh, right-handed (as glTF and OBJ are): metres, +Y up, facing +Z, its left on +X, in its maker's own frame (a file's, standing on y = 0 or near; MakeHuman's is centred on the hips).rig.at('root')says where its feet are.rig: UAL's 65 joints (rig.at(name)), fromfitSkeletonor MakeHuman's joint cubes.weights: four joints and weights per vertex, indexingrig.joints.regions: masks, one value per vertex from 0 to 1, where the maker knows them:lipsandnipplesfrom MakeHuman. A consumer that wants one and finds none does without (or works it out from the shape).made: how it was made, enough to make it again: the markers (and where the mesh came from), MakeHuman's slider values, orskin(the file's own).uvs,colors,surfaces(a file's, when it has them): its texture coordinates, vertex colours (RGBA), and its triangles in runs, one per material, each with the file's own material. A consumer draws each surface as made or puts its own material on it (the builder's skin).
buildBody (in auto-rig) makes it a Babylon skeleton.