[x3d-public] Transforms -> HAnimJoints

GPU Group gpugroup at gmail.com
Fri Aug 25 11:36:33 PDT 2023


John, that's great we'll need you.
I haven't worked on the blender exporter in weeks, you are welcome to start
that HAnim export part if you like.
https://github.com/dug9/BlenderX3DSupport
Right now I'm struggling to load .bvh files at random with bvhacker
https://github.com/DaveDubUK/bvhacker as a cleaning tool.  There are lots
of recorded bvh motion files to download and use. But even bvhacker needs
work -- for example ensuring  Y-UP (blender exports .bvh Z-UP), mapping to
HAnim LOA names/selecting the right LOA, ARMS_DOWN default pose.
For example when using a T-pose .bvh file (the T geometry is recorded in
the OFFSETs field and angles are relative to that pose) on an ARMS_DOWN
HAnim, the shoulder/arm rotations aren't correct. BVHacker does some
channel swapping X--Y, but similar technique in freewrl doesn't work
reliably (yet).
SUMMARY: I'm in the same zone with the hanim transforms but stuck back a
few steps in getting freewrl to play a .bvh with good shoulder animation.
So stuck for a while but open to coordinating with you on HAnim and blender
exporter.
-Doug

On Fri, Aug 25, 2023 at 12:21 PM John Carlson <yottzumm at gmail.com> wrote:

> Doug,
>
> I have some code I've been working on that converts VRML Transforms
> with DEFs to HAnimJoints.  Maybe we should collaborate on Hanim Blender
> export. I'm also looking for something that will apply transforms to joint
> centers, if you have something tested and separate from FreeWRL.
>
> Thanks,
>
> John
>
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