What I did on the plane to/from vacation and sometimes in between: 3D visualization and editing volleyball schemes for Nadya (she’s a coach). This court in the attached image freely rotates, players can be placed on it, and the ball and player paths are shown – all in 3D.
The ball’s trajectory is calculated so that it does not cross the net when moving from A to B (Bezier formula). Players can take several poses – right now there are hastily made poses for serve, attack, block, pass/receive. Interestingly, in the code: I had to write a bit of “volleyball brains”. The system itself calculates the ball’s trajectory through Bezier curves so that it always passes over the net. Moreover, the height of the launch depends on the type of action: for an attack, the ball “launches” from a higher point than for a pass. I also added auto-rotation: the 3D model itself turns its face to where, according to the scheme, it needs to pass or run.
The longest and most difficult task was creating the 3D model of a female volleyball player. To generate a realistic volleyball player, I used the tripo3D service. It gave me a model in a neutral pose (for free). Theoretically, you can then use Blender and the Rigify plugin to attach an armature to it and move its arms and legs, which would recalculate the model.
However, in reality, this approach does not work well: the AI-generated model contains a large number of geometric errors, which the renderer forgives but Rigify does not. They can be roughly divided into two types — incorrect polygon normals and issues with non-manifold geometry, which are significantly more challenging to fix. Inside the body, there may be “floating” clusters of polygons or intersecting surfaces. When Rigify tries to calculate weights (which bone affects which part of the skin), this internal noise confuses the algorithm, and as a result, the weights are distributed chaotically (for example, moving the arm might start pulling the mesh on the stomach). Plus, the model is slightly asymmetrical.
Non-manifold is a geometry error where the topology of an object ceases to be correct in terms of a three-dimensional body: edges may belong to more than two polygons, polygons may only touch at vertices or edges without a common volume, and “hanging” surfaces or zero thickness may appear inside the model. Such geometry formally does not describe a closed volume, causing problems with rigging and deformations. Moreover, the model needs to be simplified because millions of polygons are not needed for rendering in real-time in a browser.
I fixed these using MashLab, additionally refining by hand (“with a file”). In the end, the model turns out slightly different from the original almost everywhere. The original model had “skin” in the form of textures – the face, shirt, and shorts had to be colored. How to transfer all this to a simplified model? For that, there’s a special operation in Blender called Baking. This also involves some tricks. In the end, it didn’t transfer perfectly, but perfection isn’t necessary yet.
Next, we attach the armature to the “joints”, and after about three hours of figuring out why everything does not work as it should, it finally worked. I made four poses, and now each circle (player) can be told which pose it is in.
I’ll also need to make dynamic changes to the uniform colors – that shouldn’t be difficult. There’s also an idea to transfer poses from photographs – this is more complicated, but generally feasible. Using MediaPipe/AlphaPose, you can detect key points in 2D, then some models like HMR/HybrIK can “lift” flat coordinates into 3D space, outputting relative joint rotation angles. The resulting data can be attempted to be projected onto a Rigify skeleton. Since the proportions of the generated volleyball player and the person in the photo may not match, that’s exactly why Inverse Kinematics (IK) is used. This part is quite complex, but overall it’s not strictly necessary – just interesting to figure out and make something functional.
Video in the comments



