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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Messages - SubDrag

Pages: 1 [2] 3
16
ASL Scripts / Re: BVH File Import into Anim8or
« on: June 14, 2015, 09:17:25 pm »
Yeah, FBX -> an8.  I have everything but the final step, which is to take the bones absolute orientation, and map the Euler angles per keyframe I have, to the 3 axis-angle anim8or uses.  I thought you would have done something similar with BVH.

It is what anim8or has in its file as "floatkey" under "jointangle" and then "track"

17
ASL Scripts / Re: BVH File Import into Anim8or
« on: June 14, 2015, 08:48:24 pm »
Thanks :) I do not know if will help, but I am trying to convert euler angles to anim8or relative to bone. Not sure how bvh stored them, but I'm having problems in the final step, which is mapping euler angles to instead axis-angles of the bone XYZ.  How perfect did you get that conversion going?  (Maybe bvh isn't stored that way, as euler).

18
ASL Scripts / Re: BVH File Import into Anim8or
« on: June 12, 2015, 02:54:57 pm »
Is there a possibility you could release source for this? 

19
General Anim8or Forum / Re: .an8 Format, jointangles, how are they stored?
« on: December 08, 2014, 12:45:38 am »
Sorry I was gone for a week, thanks for the reply!  I'm trying to go from FBX format into anim8or format.  It seems like XYZ euler angles in FBX.  I sort of deduced similar to what you had, but I'm getting lost in getting from my euler, adjusted to the relative to parent bone.  Not sure if you have done something similar and have at least pseudocode on how to do the conversion?   I can't figure out the math to go from my euler, such as 15, 30, 45, to an euler relative to parent bone.  Please help!  Maybe assuming have parent's bone quaternion, and your XYZ euler relative to parent, how to go to anim8or XYZ.

I was able to get the skeleton fine translated, it's just the keyframe angles themselves that won't translate.  I made a 0 sized node, which matched the way I had the FBX, in between bones, and those were used for rotations.  I believe the issue is just translating rotations properly.

Here's my attempt at least...
FBX: http://goldeneyevault.com/priv/an8conversionattempt/animation.fbx
An8 (skeleton nodes):
FBX: http://goldeneyevault.com/priv/an8conversionattempt/animation.an8

20
General Anim8or Forum / Re: .an8 Format, jointangles, how are they stored?
« on: November 15, 2014, 08:20:39 pm »
I'm still stuck here, is there anyone who can help?  Somehow I need to take euler XYZ, not relative to previous bone, and convert it to relative to bone for Anim8or.

21
Anim8or v0.98 Discussion Forum / Re: Feature Request Thread
« on: May 07, 2014, 03:24:46 pm »
I may have requested this before, but I can't remember if I actually posted or not, but anim8or really needs vertex colors.  That would really be great.  I guess some sort of painting tool with it.

22
I get the concept, but unfortunately I'm very stuck on the math :(  Does anyone have any help?  basically, my angles are in euler XYZ, assuming normal axes, but anim8or's rotations are euler, but about the bone's orientation.  I can't figure out how to convert.

23
Sounds good, thanks for feedback!

Oops I forgot I already posted about greyscale with a sample, sorry. http://www.anim8or.com/smf/index.php/topic,4778.msg34733.html#msg34733

The environment mapping was spherical yeah, but sounds like you knew about it.

For line lengths and screen coords, was CAD drawing mode lines, not mesh. : http://i.gyazo.com/1926408c79ab5adebee64cf0f70210d1.png

If too much on screen for showing line lengths, maybe just show the length for the one you clicked in status bar for now?

Also (per same pic), the bottom right has a positive number, top right had a negative number, of which there should have only been a negative number if it were using world coords because the line started at 0,0,0, so I think the coords are screen not world.

24
Some small feedback:
CAD Mode doesn't show length for each line
CAD dimensions seem to be using screen coordinates, but should be using world coordinates?
When clicking layers, if layer 7 is hidden, and you click layer 0, it still will select points from layer 7.
Reference images no longer show up in wireframe mode.
Environment mapping doesn't show in realtime using OGL, only during Render, even with shaders enabled.
ART ignoring diffuse color shading on greyscale textures.
Window title seems to just say Anim8or, I think it used to have actual titles.

25
Does it use the same orientation as the bone's orientation (ie. relative to its parent?)?  So it's like, taking the normal XYZ axis, rotating to bone orientation, then rotating euler from that?  For my part 14, what did that equate to, for the XYZ directions?

To go from absolute euler, I suppose you need to, rotate the rotations by the rotation from axis to bone orientation...I think

26
This is bone 14 in figure mode and front view.

Y blue  to the right same direction as the bone

X green to the bottom of the screen

Z pink toward the user

right handed

Is this what you are using?

Hmm, wait, so the euler rotations are relative to the bone orientation?  It seems almost perpendicular?  Which faces the bone?

27
It doesn't appear to be euler angles, at least, not the axes I'm using.  Here is my sample file. 

I am setting a "leaf" part, at a joint "bone" 14, to 90,90,0.0.    In order to make it match what it should be, you would need to set -90,90,0.  But there's not a simple pattern. 

It should look like "expected.png".  It results in anim8orresult.png.  Also, weird, for that same part 14, is that (anim8or angles only) 90,90,90 is equal in anim8or to 0,0,90, which shouldn't be true if euler.  If it were true euler, this would not be true. 


Below are my tests of correct euler, vs anim8or.
Expected    Anim8or needed to match
90,-90,0    90,90,0
-90,90,0    -90,-90,0
90,90,0     -90,90,0
-90,-90,0    90,-90,0
 
90,0,-90     90,0,-90
-90,0,90     90,0,90
90,0,90     -90,0,90
-90,0,-90   -90,0,-90

0,0,90       90,90,90   0,0,90

You can also see, that the FBX file (imported into a tool, such as XSI), with those rotations matches my picture...so anim8or isn't straight euler.

Anipov tool, open source, does not convert the rotations properly either to milkshape format, even when "fixed" in anim8or.    So this doesn't seem well known unfortunately.

28
Anim8or v0.98 Discussion Forum / Re: Skinning crashing in scene mode
« on: April 19, 2014, 02:35:09 pm »
Checks out, appears to be fixed, thanks!

29
General Anim8or Forum / .an8 Format, jointangles, how are they stored?
« on: April 19, 2014, 02:09:46 am »
I'm trying to convert some animation data into .an8 format, for use by anim8or.  My original data is stored in euler angles, where you rotation each joint by X, then Y, then Z.

Unfortunately, setting anim8or rotations for a joint angle to that, doesn't get the correct rotation.  How are anim8or rotations stored for joint angles, and how do I convert it? 

For example, euler angles of 0 X, 90 Y, 90 Z do not yield correct rotations in anim8or.  Below yields the wrong ones. 

jointangle { "11-13" "X"
    track {
      floatkey { 0 0 0 0 "C" }
      floatkey { 15 0 0 0 "C" }
      floatkey { 54 0 0 0 "C" }
      floatkey { 67 0 0 0 "C" }
      floatkey { 89 0 0 0 "C" }
    }
  }
  jointangle { "11-13" "Y"
    track {
      floatkey { 0 90 0 0 "C" }
      floatkey { 15 90 0 0 "C" }
      floatkey { 54 90 0 0 "C" }
      floatkey { 67 90 0 0 "C" }
      floatkey { 89 90 0 0 "C" }
    }
  }
  jointangle { "11-13" "Z"
    track {
      floatkey { 0 90 0 0 "C" }
      floatkey { 15 90 0 0 "C" }
      floatkey { 54 90 0 0 "C" }
      floatkey { 67 90 0 0 "C" }
      floatkey { 89 90 0 0 "C" }
    }
  }

My bone structure, is composed of 0 sized joints, and bones connecting each 0 length joint, and all rotations are around just joints.

Using these axes in my source data:

30
Anim8or v0.98 Discussion Forum / Re: Skinning crashing in scene mode
« on: April 17, 2014, 11:15:53 pm »
Sounds good! Thanks.

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