[x3d-public] Transforms -> HAnimJoints
GPU Group
gpugroup at gmail.com
Sun Sep 17 17:14:14 PDT 2023
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> 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> wrote:
>
>> 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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>
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