[x3d-public] Transforms -> HAnimJoints

Joe D Williams joedwil at earthlink.net
Sun Sep 17 17:52:13 PDT 2023


> because I always copy and hack.  

if I can see it or feel it, or even sense it, then it is code candidate.

Joe
-----Original Message-----
From: John Carlson <yottzumm at gmail.com>
Sent: Sep 17, 2023 5:21 PM
To: GPU Group <gpugroup at gmail.com>
Cc: X3D Graphics public mailing list <x3d-public at web3d.org>
Subject: Re: [x3d-public] Transforms -> HAnimJoints

Is there some way in Blender to write a Python script from actions that one is doing?  That would be key!
 
Thanks for anyone’s help.  I gues i should get on my computer.
 
I’ll search the Blender sites.
 
John

On Sun, Sep 17, 2023 at 7:15 PM GPU Group <gpugroup at gmail.com (mailto:gpugroup at gmail.com)> wrote:
Of course I don't know the function calls. I always copy & hack. When I did io_scene_x3dv it was a hack of blender's io_scene_x3d exporter, so the export functions showed up under file > export without me having to think too deeply.But if you are adding export options -- for example "Export character as [ ] IFS [x] Hanim" then copy and hack and existing menu option in the exporter or that's how I do it. I don't even know the first line of an x3d or vrml scene file because I always copy and hack.
-Doug


On Sun, Sep 17, 2023 at 5:38 PM John Carlson <yottzumm at gmail.com (mailto:yottzumm at gmail.com)> wrote:
I’ve installed it.  Can you provide or investigate the python function calls that I can use with  a file name that will do an import and export?  I know you can’t just export visible stuff.
 
This will help me a lot.
 
Thanks!
 
John

On Sat, Sep 16, 2023 at 7:33 PM GPU Group <gpugroup at gmail.com (mailto:gpugroup at gmail.com)> wrote:
1. zip the io_scene_x3dv folder so you have io_scene_x3dv.zip2. in Blender > Edit > preferences > Install button which will give you a file picker, pick your zip
3. still in preferences, make sure the box is checked to activate / turn it on
Then it shows up in the File > Export list.
If you make changes to it, re-zip, then uninstall from preferences first, before Install again and check box again
-D

 



On Sat, Sep 16, 2023 at 3:56 PM John Carlson <yottzumm at gmail.com (mailto:yottzumm at gmail.com)> wrote:
Doug, basic information, like "How to export X3DV in a Blender python script" is needed.  I am referring to: https://github.com/dug9/BlenderX3DSupport  Please provide basic information like how to run a script external to python would help.
 
Something like:
 
import bpy
 
# bpy.ops.import_scene.fbx(filepath = "../../Tufani/LILY_7_3_BLEND.fbx")
bpy.ops.wm.open_mainfile(filepath="LILY_7_3_BLEND.blend")
bpy.ops.export_scene.x3dv(filepath="fooLily.x3dv")

 
 
I will try from the Blender GUI next.
 
John



On Fri, Aug 25, 2023 at 2:15 PM GPU Group <gpugroup at gmail.com (mailto:gpugroup at gmail.com)> wrote:
i'm currently testing with https://freewrl.sourceforge.io/tests/26_Humanoid_Animation/BoxmanBVH_play.x3d 
- uses freewrl extra nodes HAnimMotionPlay : HAnimMotion and HAnimMotionDataFile HAnimMotionData
https://freewrl.sourceforge.io/tests/26_Humanoid_Animation/play.x3d 
- a handy heads-up Proto for playing files (run,stop,rewind,end,increment,slidebar) 
https://freewrl.sourceforge.io/tests/26_Humanoid_Animation/BoxmanBVH_play.png
and in combination with script in the above scene file I can compare specific animation frames between blender, bvhacker and freewrl, can be adapted to HAnimMotion (doesn't depend on any HAnim nodes itself). 
-Doug


On Fri, Aug 25, 2023 at 12:44 PM John Carlson <yottzumm at gmail.com (mailto:yottzumm at gmail.com)> wrote:
Yeah, I was trying to write quaternions on shoulder stuff to get from A Pose to I Pose. 
If you have a good test suite, please share.  One thing that I found out was you're supposed to multiply on the left of center by the quaternion and on the right by the inverse quaternion???  Online documentation goes all over the board.  I'm thinking of resorting to THREE.js. Maybe The C/C++/C# SAI has something?
 
 
Thanks,
 
John


On Fri, Aug 25, 2023 at 1:36 PM GPU Group <gpugroup at gmail.com (mailto:gpugroup at gmail.com)> wrote:
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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