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Parse / Serialize Animation Ranges

I do not see where AnimationRanges can be placed in a .babylon file.  Just thinking out loud, but this might a method of implementing the export of Actions in Blender, which are also named.  I got 90% down the Mocap path using a .bvh, and am just making sure I am really going the right way.  (Questioning myself usually happens when I stopping on something for a while, holidays)

 

The really big reason I went the mocap route is to try to reduce say a 2 second walk @ 120 fps to maybe 5 poses, where the frame number indicates the relative amount of time to interpolate to each pose.  I have code which is starting to do that analysis.  Frame based animation is not scalable, because it "performs" the animation externally (pose>>Animation>>Bake Action) & the file size just explodes. I have no intention of using it.

 

I know Blender had a way of actually posing skeletons on just the key frames, but until I actually started playing with inverse kinematics, posing was impossible.

 

I have performed tests in python & can determine which frames the poses occur in an action.  I think I can @ the skeleton level:

  • iterate through the actions
  • get the key frames of an action
  • iterate through those frames
  • get the bone matrix of each bone

If going to a .babylon / BJS, just make sure every action was baked.  If going to .js / QueuedInterpolation, skip the bake.  Either way, both should able to get multiple animations via AnimationRanges if they can be put in a .babylon.  Also, right now the animation is captured by iterating through every frame in the scene for EVERY bone.  Blends with skeletal animation export very slowing.  One with a 32 bone skeleton should get a 32x speed up when exporting

 

If you have a skeleton you are going to use in a .blend all by itself, then you could add your actions to it.  You can then add those actions to any other .blend using File>>append.  This separates the animation from the character.

 

What am I thinking that is wrong?


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