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#Post#: 721--------------------------------------------------
Re: Plugin for importing bones and animations to Blender from .a
nim (RE1MV)
By: IvanEnzhaev Date: September 5, 2020, 5:42 am
---------------------------------------------------------
Could someone explain me the animation data format?
#Post#: 722--------------------------------------------------
Re: Plugin for importing bones and animations to Blender from .a
nim (RE1MV)
By: IvanEnzhaev Date: September 6, 2020, 1:23 pm
---------------------------------------------------------
What do these three numbers mean (after "25")?
[quote]25
-0.020 0.000 33.640[/quote]
#Post#: 723--------------------------------------------------
Re: Plugin for importing bones and animations to Blender from .a
nim (RE1MV)
By: IvanEnzhaev Date: September 7, 2020, 2:49 am
---------------------------------------------------------
Maybe is it a translate position of torso at zero animation
keyframe?
#Post#: 724--------------------------------------------------
Re: Plugin for importing bones and animations to Blender from .a
nim (RE1MV)
By: IvanEnzhaev Date: September 8, 2020, 3:03 am
---------------------------------------------------------
I try to understand the "RE1MVAS.ms" file to write my plugin in
Python for Blender for creating skeleton animation. But I do not
understand what is "animationRange" here:
[code]animationRange = interval 0 Frame_Count[/code]
Because we do no use it. And I do not understand this line:
"with animate on"
RE1MVAS.ms
[code]
macroScript RE1MVAS category:"RE1MV"
tooltip:"RE1MV Animation Script..." Icon:#("Maxscript", 3)
(
rollout Main_Form "RE1MVAS v0.1b" width:416 height:172
(
button btn1 "Import ANI" pos:[8,8] width:128 height:24
button btn2 "Export ANI" pos:[144,8] width:128 height:24
enabled:false
button btn3 "About" pos:[280,8] width:128 height:24
progressBar pb1 "ProgressBar" pos:[136,40] width:272 height:14
label lbl1 "Part: 0" pos:[8,40] width:56 height:16
label lbl2 "Frame: 0" pos:[72,40] width:56 height:16
---Import ANI---
on btn1 pressed do
(
---Global Variable---
global Part_Count
global Part_Link_Count
global Part_Index
global Frame_Count
global All_Object
global POS_File
---Open File---
POS_File = getOpenFileName types:"RE2MV ANI(*.ANI)|*.ANI|"
if POS_File != undefined then
(
--POS_File = openFile "C:\LEON.POS"
POS_File = openFile POS_File
----Set Part---
All_Object = geometry as array
---Part Count---
Part_Count = readValue POS_File
lbl1.caption = "Part: " + Part_Count as String
---Reset Part Angle---
fn Reset_Part pt =
(
All_Object[pt].rotation.x_rotation = 0
All_Object[pt].rotation.y_rotation = 0
All_Object[pt].rotation.z_rotation = 0
)
---Reset All Part Angle And Position---
for i = 1 to Part_Count do
(
Reset_Part i
All_Object[i].pos = [0, 0, 0]
deleteKeys All_Object[i] #allKeys
)
---Link Part---
for i = 1 to Part_Count do
(
Part_Link_Count = readValue POS_File
for ii = 1 to Part_Link_Count do
(
if Part_Link_Count > 0 then
(
Part_Index = readValue POS_File
All_Object[Part_Index +1].parent = All_Object[i]
)
)
)
---Set Part Pos---
for i = 1 to Part_Count do
(
local pos_x = readValue POS_File
local pos_y = readValue POS_File
local pos_z = readValue POS_File
move All_Object[i] [pos_x, pos_y, pos_z]
)
---Rotate Part Angle---
fn Rotate_Part pt =
(
local ang_x = readValue POS_File
local ang_y = readValue POS_File
local ang_z = readValue POS_File
rotate All_Object[pt] (angleaxis ang_x [1,0,0])
rotate All_Object[pt] (angleaxis ang_z [0,0,1])
rotate All_Object[pt] (angleaxis ang_y [0,1,0])
)
---Animate Part---
Frame_Count = readValue POS_File
lbl2.caption = "Frame: " + Frame_Count as String
Frame_Count -= 1
animationRange = interval 0 Frame_Count
with animate on
(
---Main Body Position---
for i = 0 to Frame_Count do
(
local pos_x = readValue POS_File
local pos_y = readValue POS_File
local pos_z = readValue POS_File
at time i All_Object[1].pos = [pos_x, pos_y, pos_z]
---Reset Angle---
for ii = 1 to Part_Count do at time i Reset_Part ii
---Read Angle---
Temp = Part_Count
while Temp > 0 do
(
at time i Rotate_Part Temp
Temp -= 1
)
---Proggres---
pb1.value = 100.*i/Frame_Count
)
)
sliderTime = 0
----Close File----
close POS_File
)
)
---Export ANI---
on btn2 pressed do
(
)
---About---
on btn3 pressed do
(
MessageBox "RE1MVAS v0.1b By Leo2236!" title: "About" beep:
false
)
)
createdialog Main_Form width:416 height:62
)
[/code]
#Post#: 725--------------------------------------------------
Re: Plugin for importing bones and animations to Blender from .a
nim (RE1MV)
By: IvanEnzhaev Date: September 11, 2020, 3:32 pm
---------------------------------------------------------
25
-0.020 0.000 33.640 - position of torso
-0.791 -0.615 0.703 - rotation of torso
5.187 -8.615 -1.143 - position of head
-5.978 8.352 -0.879 - rotation of head
Yes?
#Post#: 726--------------------------------------------------
Re: Plugin for importing bones and animations to Blender from .a
nim (RE1MV)
By: IvanEnzhaev Date: September 12, 2020, 2:42 pm
---------------------------------------------------------
It is my first skeleton animation that I exported from Blender
to Collada (.dae) and imported to the WebGL/TypeScript
application. You can run it in browser by one click: Child Bone
Animation
HTML https://8observer8.github.io/webgl10-ts/child-bone/index.html
HTML https://raw.githubusercontent.com/8Observer8/8observer8.github.io/master/webgl10-ts/child-bone/screenshots/joint-webgl10-ts.gif
HTML https://raw.githubusercontent.com/8Observer8/8observer8.github.io/master/webgl10-ts/child-bone/screenshots/child-bone-edit-mode.png
#Post#: 727--------------------------------------------------
Re: Plugin for importing bones and animations to Blender from .a
nim (RE1MV)
By: IvanEnzhaev Date: September 18, 2020, 1:04 am
---------------------------------------------------------
I am close to write a plugin. It is good that a model do not
have a skinning.
#Post#: 728--------------------------------------------------
Re: Plugin for importing bones and animations to Blender from .a
nim (RE1MV)
By: IvanEnzhaev Date: September 18, 2020, 1:18 am
---------------------------------------------------------
Now I understand animation data.
"25" - amount of frames.
Next line is a position of torso.
Next 15 lines are angles of parts (rotations around x, y and z).
[code]25
-0.020 0.000 33.640
-0.791 -0.615 0.703
5.187 -8.615 -1.143
-5.978 8.352 -0.879
12.571 47.297 2.813
72.703 -13.363 -63.385
-25.407 23.209 -12.308
1.670 13.011 -14.330
-7.912 -2.989 0.352
18.198 -14.154 -4.220
0.000 0.352 14.681
-4.571 2.374 -0.176
16.527 -7.560 -2.110
-16.088 -1.582 -1.231
-18.989 -17.495 0.527
3.692 6.681 0.000
-0.020 0.000 33.620
-0.879 -0.527 0.703
4.923 -8.791 -1.055
-5.978 8.352 -0.879
12.571 48.088 3.165
74.637 -11.604 -63.473
-25.758 22.769 -12.308
1.846 13.099 -14.418
-7.736 -2.989 0.352
18.198 -14.505 -4.308
0.088 0.440 14.857
-4.659 2.374 -0.176
16.791 -7.824 -2.198
-16.264 -1.495 -1.319
-19.165 -17.846 0.615
3.780 6.857 0.000[/code]
#Post#: 730--------------------------------------------------
Re: Plugin for importing bones and animations to Blender from .a
nim (RE1MV)
By: IvanEnzhaev Date: September 24, 2020, 6:13 pm
---------------------------------------------------------
I wrote an example where you can rotate/zoom parts of Jill:
HTML https://8observer8.github.io/webgl10-ts/jill-parts/index.html
HTML https://dl.dropboxusercontent.com/s/byva3vmfo6oa2rl/jill-parts.gif
#Post#: 731--------------------------------------------------
Re: Plugin for importing bones and animations to Blender from .a
nim (RE1MV)
By: IvanEnzhaev Date: October 6, 2020, 9:43 am
---------------------------------------------------------
I am working with animations now.
HTML https://dl.dropboxusercontent.com/s/qpc461cjmb0w376/jill-joint-positions-webgl10-ts.png
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