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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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