[x3d-public] Transforms -> HAnimJoints

Joe D Williams joedwil at earthlink.net
Sat Aug 26 22:56:26 PDT 2023


You might find some bvh done with +Zin so seems like all left-hand axees.
Joe
-----Original Message-----
From: GPU Group <gpugroup at gmail.com>
Sent: Aug 25, 2023 11:37 AM
To: John Carlson <yottzumm at gmail.com>
Cc: X3D Graphics public mailing list <x3d-public at web3d.org>
Subject: Re: [x3d-public] Transforms -> HAnimJoints

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 (mailto: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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