Here I want to tell you about some of my observations of Muse Chat “Run”.
I would like to say that it would be nice if Muse Chat could change the polygonal grid of models in more cases.
Muse can already transform a regular “plane” into an uneven one through a point-by-point change.
But, for example, if you ask him to make a face out of a sphere, he will simply create two spheres instead of eyes and a cylinder instead of a mouth.
Also, a common problem is that, instead of changing the model on its own, it simply replaces the MeshFilter with some non-existent asset that fits the name.
Also, Muse Chat currently cannot work with additional models provided by the ProBuider plugin, although it can greatly increase its building abilities.
Also, when Muse Chat creates new objects, they just appear in the hierarchy of the scene.
Hi @Sama06! Such great insights - thank you for sharing this is truly helpful.
A few notes on work in progress then I also have some follow up questions if you don’t mind. So first, we are trying to address the asset hallucination like the one that appeared with your MeshFilter example! Super important.
For probuilder, would you mind elaborating why that would be helpful? And are there other plugins you’d consider important for Muse to know of from your perspective?
Regarding nestling objects in the hierarchy, would you always want to have them in a parent, or might that depend on the context of what your are trying to accomplish?
And keep it coming! Even if we are not replying to everything in discussions, we are having convos about these things behind the scenes.
The Pro-builder plugin adds additional template meshes that muse-chat could use to create what we asked it to create.
However, for now, I think a better solution would be to add the ability for muse-chat to create meshes on its own.
For example, we need a triangle. There is no such thing among the template objects. Therefore, muse-chat must create it programmatically by setting the vertex points on its own.
There is also a Polybrush plugin that allows the developer to edit meshes. I’m not sure how it works from the inside, and maybe it’s not suitable for embedding in muse chat, but Polybrush has an interface for editing meshes, and it might be better than editing with code.
Adding plugin support, in my opinion, means that the neural network should know about the API of these plugins (if there is one) and use it when needed.
I can’t recommend anything about adding support for other plugins.
As for adding a parent object, I think this should always be done whenever muse-chat creates more than one object, regardless of the context, since generalization will look better anyway.
Thanks for reading.
Maybe my English is bad because it’s a translator).