[x3d-public] X3D-Edit4.0 NetBeans 18 BVH import

John Carlson yottzumm at gmail.com
Fri Dec 1 21:36:33 PST 2023


What code is generating the BVH?  Who is responsible for the numbers?
Should they be included in the conversation?  Doug knows more about BVH
than I do.  I have not ever tried to write BVH generating code.

Re: Blender

We can’t run around patching all the Blender (BVH) exporters to suit you,
Joe, let’s focus on what we have done.  I don’t want to burden Katy with
changing all her numbers to meters, but that might be possible.  Hopefully,
some small tweaks to the model in Blender could do it, but Blender is
tabled for now, and we’re working on animations out of other tools, I
think.  If there are issues with the X3DV exporter, Blender work can be
reopened, but I’m targeting the beginning of the year for more work on
Blender.  I am satisfied we have the X3DV exporter working for our
animation needs.

I understand that we should not have Xposition, Yposition, Zposition in the
HAnimMotion code, or have PositionInterpolators in Blender exports for
HAnim.  The question is, what if someone does specify translations during
animation?

There was some discussion of bringing  HAnimMotion (with values) back, but
I think Doug will want to focus more on his currently proprietary nodes.

I realize that some people may want to specify segments instead of joints
for bones, but they haven’t given me any data yet.   It’s likely we’ll have
a bones are segments vs bones are joints in the import/export GUI unless
there’s update in recent Blender.  Using segments requires “guessing”
joints, perhaps, I am not sure about this.  We might have to specify the
LOA in Blender to get the right joint.  I have not tried comparing
joint/segment pairs between LOAs.  Instead, I tried to compute the joint
between two segments.  Meanwhile, if segment names are used for bones, no
segments or sites will appear, only joints in X3D, so it will be pretty
obvious joint names should be used. Both Doug and Joe recommended going
with joints for bones, so I backed down.  I got joint  names from Katy as
well.  Where is the segments as bones data?  Find need and fill it.

The orientation interpolator keys and keyValues are complete in the Blender
X3DV exporter, the code is checked in.  An addition might be to remove more
key frames (neighbor duplicates are already removed), but that should be
studied.

Again, I am not doing any BVH exporter coding for Blender, I am exporting
using off-the-shelf Blender with X3DV exporter, which doesn’t include BVH
“encoding.”  I am using the OTS BVH exporter.


On Fri, Dec 1, 2023 at 10:09 PM Joe D Williams <joedwil at earthlink.net>
wrote:

> > JOINT sacroiliac
>     {
>         OFFSET 0.000000 97.241234 0.000000
>
>
>
> Yes, these numbers look silly
>
> Is the thing maybe 194 tall?
>
> Probly not. Maybe 1.94?
>
> So guess that the units of this are in cm? and just move the . on x y z
> and see.
>
>
>
> >     JOINT vl5
>     {
>         OFFSET 0.133384 107.967499 -0.574449
>         CHANNELS 6 Xposition Yposition Zposition Xrotation Yrotation
> Zrotation
>         JOINT vl3
>         {
>
>
>
> For this encoding, use the OFFSET for the before animation default pose
> joint center
>
> then forget (don't bother trying to use) the
>
> Xposition Yposition Zposition data and
>
> then use the
>
> Xrotation Yrotation Zrotation data list (euler angles) to develop
> orientation interpolator keyvalues.
>
>
>
> Also, you may encounter these files using name of a bone (HAnim Segment)
> instead. Just be sure the 'bone' data is applied the the parent Joint when
> you create the skeleton.
>
>
>
> Thanks,
>
> Joe
>
>
>
>
>
>
>
>
>
>
>
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