Pablo Mesquida (@pixel_faces) header
Pablo Mesquida (@pixel_faces) profile picture
Madrid, España
Joined April 2013
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Update 🚶‍ The character plans routes, goes round obstacles and brakes before ledges. Demo: locomotion.pablopx.com/lab/?… #threejs
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I've been building a demo combining my procedural character locomotion library and tree animation system with falling leaves. three-procedural-locomotion: locomotion.pablopx.com three-living-trees: lnkd.in/eg9K4gux
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Demo for testing the leaf-falling simulation. It now supports two types of trees (with and without rigs) and allows multiple trees to be placed in the same scene. tree-demo-ten.vercel.app/#de…
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The character can now walk up and down stairs, detecting steps from geometry. It handles straight, open staircases, stops at steps that are too high, and slides its hand along railings. Demo: locomotion.pablopx.com/lab/ #threejs
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Using a hand from Blender’s Human Base Meshes, I created a rigged hand behind frosted glass. Sharp against the surface, blurred with distance. The glass stretches around the hand, while the index finger follows the mouse. the-hand-chi.vercel.app/
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Library update. The character now rests a hand on columns, walls, and railings, sliding it along while walking. With touchables, the hand reaches out to nearby surfaces, makes palm contact, then pulls away without breaking stride. #threejs
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Testing a falling-leaf simulation for trees. Part of a larger project alongside my rock demo and procedural character animation library. Still need to run performance and stress tests to see how it scales with more trees. #threejs tree-demo-ten.vercel.app
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A small demo to test the rocks I created in Blender. rock-demo-chi.vercel.app/
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This weekend I used Claude for the first time and decided to try building something I wouldn't have been able to otherwise: a procedural human movement library for #Threejs.
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There are no baked animations. Movement is calculated in real time, so the character doesn't have to follow a predefined animation and can instead react to its environment, such as adapting foot placement.
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It works with point & click and, for now, with humanoid models. It also supports crouching and jumping, has more than 100 parameters to define different movement profiles, and is compatible with Mixamo and Rigify rigs.
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Some more tests with Gaussian Splatting. I captured the objects using my phone camera and a makeshift setup on my desk.
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First test with Gaussian Splatting + Three.js. After reconstructing the model with COLMAP and gsplat, I modified the shaders to add an internal light and a small deformation synced to its pulse. A simple test, but it opens up a lot of possibilities.
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I’m planning to make a sandbox where you can drive a truck through different environments. The idea is an off-road style setup where I can play around with physics, shaders, and all sorts of stuff in #Threejs. Let’s see how far I can push it!
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Added a loading/unloading zone. When the truck enters it, assets on the pallet can be picked up and placed in the truck bed. Demo: off-road.vercel.app/
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The cargo zone can now be configured with assets. Once the vehicle enters the area, boxes can be dragged and placed into the truck bed. #WIP #threejs
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