[x3d-public] Transforms -> HAnimJoints

GPU Group gpugroup at gmail.com
Sat Sep 16 17:32:05 PDT 2023


1. zip the io_scene_x3dv folder so you have io_scene_x3dv.zip
2. 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> 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> 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> 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> 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>
>>>> 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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