[HN Gopher] Mesh2Motion - Open-source web application to animate...
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       Mesh2Motion - Open-source web application to animate 3D models
        
       Author : Splizard
       Score  : 166 points
       Date   : 2025-10-24 11:01 UTC (11 hours ago)
        
 (HTM) web link (mesh2motion.org)
 (TXT) w3m dump (mesh2motion.org)
        
       | raincole wrote:
       | Pleasantly surprised to see a project like this without genAI
       | nowadays.
       | 
       | And for people inevitably asking "why not Blender," my answer is
       | that the field of 3D content creation is so vast that some people
       | need "gateway drug" like this (and SketchUp, and Daz3D, etc)
       | before trying to throw themselves into Blender/Maya/Houdini's
       | throats.
        
         | fleischhauf wrote:
         | why? aren't you desperately longing for trying to put into a
         | prompt how a model should be animated? /s
        
           | d0100 wrote:
           | As a dev trying to create 3D games on my spare time, I
           | actually am (I'm also eager to use stableprojector once I
           | upgrade my 10yo pc)
           | 
           | It's really hard having to be a 3D modeler, animator, art
           | director, developer and having good enough taste to know
           | you're never going to have the time to build what you find
           | acceptable
        
             | AgentMatrixAI wrote:
             | First time making something 3D and code wise, codex has
             | been very useful, even creating a in-game 3D editor as well
             | as netcode
             | 
             | The trickiest part is really using 3D and it comes with lot
             | of extra scoping you normally take for granted: animation,
             | uv texture, rigging for humanoids, making sure stuff
             | doesn't clip through etc.
             | 
             | Still learning Blender but its very slow. I haven't tried
             | the MCP for it yet but I want to get proficient at it to be
             | able to produce psx graphic models and textures...
        
           | echelon wrote:
           | I saw a post by a Gam Jam organizer recently.
           | 
           | This person related that in the years prior to this one,
           | artists were essential members of every Game Jam team.
           | Getting art for the games was the hardest, most limiting
           | step. Without an artist, the games were limited in scope. Not
           | every team could get an artist.
           | 
           | This year, many teams didn't have artists at all, and yet
           | they were able to create more complete games with good
           | looking art assets.
           | 
           | This isn't "firing" artists. This is making engineers more
           | effective.
           | 
           | I work in the video space now, and I can't even begin to tell
           | you how effective AI models make editors. It's like a super
           | power.
        
         | scottpetrovic wrote:
         | genAI doesn't seem to scale very well without large costs and
         | subscriptions to pay for it. Doesn't seem good for an open
         | source project.
        
       | eps wrote:
       | Having the skeleton be auto-deduced (through the ML or otherwise)
       | would've been a very natural fit here as a feature. Knowing that
       | it's basically possible to do, selecting the skeleton type and
       | then adjusting it manually, joint by joint, seems ... archaic?
        
         | nusl wrote:
         | Have you done 3D modelling/rigging/animating yourself before?
        
           | leohonexus wrote:
           | Why the condescending tone, OP has a point. Techniques like
           | RigAnything[0] exist - whether this is within the scope of
           | this project is another topic, but this seems like a
           | reasonable request to me (especially considering how many
           | x_2_y-named projects are ML related)
           | 
           | [0] https://www.liuisabella.com/RigAnything/
        
       | retSava wrote:
       | I can see this being huge for 3d-printing. Apply on a sculpted
       | .stl, reposition and download/save the new pose. There is already
       | stuff in Blender to do stuff like that, but Blender is almost
       | like a hobby in itself, just like the actual printing is like a
       | hobby (to learn and master).
        
       | reactordev wrote:
       | Yessssssss......
       | 
       | This and more mocap's plz. Keep going! The multiple animation
       | export to glb saves me a ton of time. This is great! Combine this
       | with ArmorPaint and you're almost there. Blender is great but
       | it's so heavy.
       | 
       | Great job.
        
       | jackallis wrote:
       | i need to map out tree house plans - can this be used?
        
         | fsloth wrote:
         | I'm sorry I can't quite parse what you are asking.
         | 
         | "map out" - do you mean you want to digitally design tree
         | houses?
        
           | jackallis wrote:
           | yes, kind stranger. i need to design tree house, was not sure
           | if this can be used. not so fond of sketch up.
        
             | drakythe wrote:
             | This software is for animating preexisting 3d models, not
             | creating new ones from scratch, so no, it will not serve to
             | model a tree house.
        
             | fsloth wrote:
             | That's actually a really interesting take (even though the
             | OP software is not really for that). How would you _like_
             | to design this treehouse? Is the particular tree relevant
             | here (do you have a photogrammetric scan of it for
             | insrance) or are you planning to design a generic shape you
             | are confident can be installed on the target trunk? Is the
             | treehouse more of a plank platform for one or an actual
             | multiroom house? Is the budget closer to 5$ or 50 000$?
        
         | theossuary wrote:
         | No, use sketchup
        
       | iammjm wrote:
       | nice, animating spinning wheels or tracks on vehicles would be
       | cool!
        
         | scottpetrovic wrote:
         | can you give an example for clarification of what you are
         | wanting to do? This web app is pretty flexible, so other types
         | of rigs or animations could be added?
        
           | leohonexus wrote:
           | OP might be thinking about something like this paper "Rig My
           | Ride: Automatic Rigging of Physics-based Vehicles for Games"
           | by Katz et al.
           | 
           | [0] https://melissa2661.github.io/RigMyRide/
        
       | jdauriemma wrote:
       | I just wanted to thank the creators of this app for making it
       | usable without having to create an account. It's a breath of
       | fresh air!
        
         | scottpetrovic wrote:
         | Yes. I really have sign up and subscription fatigue, so I don't
         | want any of that happening. There is too much of that on the
         | web already.
        
       | stefanka wrote:
       | Great project! It uses the motion library from the artist
       | quaternius. He has some wonderful free and low-cost models.
        
       | seanwilson wrote:
       | This is cool! I was confused how to get going at first and didn't
       | realise it was a step-by-step wizard I had to follow, plus I only
       | watched the demo video briefly. I loaded the human then clicked
       | around the main area and couldn't get anything to happen, and
       | almost gave up.
       | 
       | Suggestion to help with this: Instead of starting with a blank
       | slate, start right at the end of the process with the human model
       | loaded and animated, then the user can go "back" and change
       | things once they've seen the kind of results they can get.
        
         | scottpetrovic wrote:
         | The next release I have for this has an "explore" page to
         | start. What exists now is more of a 'build your own'
         | page...which isn't great when visiting for the first time. See
         | this small video of the new UX.
         | 
         | https://x.com/scottpetrovic/status/1980697224142106716
        
       | devJdeed wrote:
       | This is defo a well needed project. The only other alternative I
       | can think about is Mixamo. Goodluck and hope this projects
       | overtakes Mixamo
        
       | tantalor wrote:
       | > Supports humanoid, four-legged, and bird creatures.
       | 
       | Man is a featherless biped
       | 
       | - tantalor
        
       | AgentMatrixAI wrote:
       | amazing timing! been needing something like this since Blender
       | has been tough.
       | 
       | I've been working on a cybercafe simulator with Three.js and
       | codex and animation is hard to get right
       | 
       | https://x.com/AgentifySH/status/1981761490274464068
        
       | nisten wrote:
       | All in typescript too. Actually very impressive. Well, some webm
       | videos and .glb 3dfiles but only the essentials it seems, the
       | rest is all propper typescript.
       | 
       | But a very nicely put together repo. Good job.
        
       | laurentlb wrote:
       | Very nice project! Thanks for making it open-source and very easy
       | to use. I hope you'll find contributors and be able to get a nice
       | collection of animations!
       | 
       | I'm starting a new project, I may have to use this tool in the
       | next few months.
        
         | Joel_Mckay wrote:
         | Could also check out the Auto Rig Pro (
         | https://artell.gumroad.com/l/auto-rig-pro ) plugin in Blender,
         | as it does corrective shape-keys and makes exports to
         | Unity/Unreal trivial. Also, FaceIt ( https://faceit-
         | doc.readthedocs.io/en/latest/ ) uses the iPhone Lidar with the
         | Unreal App, and makes facial expression capture less buggy.
         | 
         | Keep in mind most motion capture files are considered live-
         | performances, and must be licensed by the original rights
         | holders:
         | 
         | https://www.mocapclub.com/Pages/Library.htm
         | 
         | https://github.com/MattiasFredriksson/io_anim_c3d/releases
         | 
         | This project sort of works for basic mocap (calibration needs
         | ChArUco board):
         | 
         | https://freemocap.org/
         | 
         | Or if you have the resources and athletic actors around:
         | 
         | https://www.rokoko.com/
         | 
         | Or for student projects could try:
         | 
         | https://www.mixamo.com/
         | 
         | Hope you make something awesome and fun =3
        
       | throwaway743 wrote:
       | This is great! I've been using mixamo and really sion, but would
       | just love something open source that does both the body rigging
       | as well as the facial rigging and lip syncing. It'd make life so
       | much easier
        
       | klaussilveira wrote:
       | What algorithm is it using for applying weights? Blender uses
       | automatic bone heat weighting, but sometimes it can fail.
       | 
       | There's an open-source plugin that does surface-based heat
       | diffusion and also this really clever voxel solution:
       | https://superhivemarket.com/products/voxel-heat-diffuse-skin...
        
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       (page generated 2025-10-24 23:00 UTC)