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Posts posted by nemyax
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EDIT: It seems to work as expected if you call SetTime on the choreography instead of the project. And a GetHProject()->UpdateAllViews(TRUE); is also required.
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What's the correct way to get the transforms of a specific bone at a specific frame?
I've tried using my_time.StepFrame and my_project_ptr->SetTime to set the time, but neither way gave me access to the animated transforms.
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Fuchur
This is for an exporter, so the first/last keyframe is not the range you would want in most situations. I'll try to handle it the way the MDD plug does.
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Does the SDK provide access to play range settings?
I can't find any methods to that effect for HProject or HChor or anything.
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There's a weird transition here:
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the one that immediately caught my attention was Mappings between Sphere, Disc and Square
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None of these are particularly suited for plugin development but the information related to graphics programming is certainly relevant.
I'd say UV mapping techniques are perfect problems for plugin development.
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I recall there is a very specific compiler environment you need for A:M plugins, but someone else will need to fill in the details on that.
For A:M 19, Visual Studio 2015 Community should work out of the box.
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There's always emulation.
And there's always Linux.
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Their render took 35 seconds. You can try the scene on your rig for comparison.
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Is 18.0p+ going to be the last update for 18.0 or might there be more?
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It's a plugin in the shortcut menu for an action. It seems to work well, but unfortunately it doesn't have bone orientation adjustment options. And it silently replaces spaces by underscores in names. Both of these things need to be accounted for on the receiving end.
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Have you tried the existing BVH exporter?
Heh, I didn't know there was one. Thanks for tipping me off. If it produces WYSIWYG motions, then that's all I need.
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John Bigboote
I want this for a Blender importer that applies animation curves (transformed from A:M animation splines) to bones. Mesh deformations are a different story.
With the baking feature being in the state it's in, I might be better off coding a .bvh exporter for A:M.
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What's a good (and hassle-free) way to hard-bake an animation? I mean that the result should be the following:
- All visible transforms from the original animation are recorded to bone channels.
- All relationships such as IK and constraints are stripped from bones so that only the direct transform animation kicks in.
I tried Bake All Actions, but it didn't give me the results I needed. It appears that this command doesn't really bake all relationship-driven motions: if you delete the model's relationships, the "before" and "after" animations are different.
I need this "barebones" motion for my action importer. When I import simple FK-only animations, the import results look adequate. When I try to import the output of Bake All Actions, the results are unsatisfactory, but still consistent with what you get in A:M with the relationships nuked.
So, is there a way to really really really bake things?
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I mean most 3D software can do A:M's stamp thing. You can use that method elsewhere if you're not comfortable with UV unwrapping.
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John Bigboote
Can't C4D apply projected textures?
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Isn't A:M's default bias handle length one-third of the CP-to-CP distance?
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I think I've got it.
In gamma is the angle between in_handle_vector and (prev_cp_vector - cp_vector).
Out gamma is the angle between out_handle_vector and (next_cp_vector - cp_vector).
Magnitude is tied to the distance between neighbouring CPs, and 300 (3.0) is the full distance for some reason.
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the alpha and gamma settings indicate the degree of the axis for a spline passing through a control point
What's a "degree of the axis"?
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For a 2D animation spline, A:M stores the bias as gamma and magnitude. What are those values and how do I convert them to a 2D vector?
Apparently the gamma is the value of a trigonometric function, but which one?
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Java and LUA are pretty much the same thing with minor syntax changes
Java and Lua have nothing to do with one another. The closest thing to Java is C#.
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Yes, I thought as much, thanks.
It's weird though that action files present frame numbers as 30-frame chunks plus remainder instead of plain decimal fractions.
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I'm finding that in exported .act files a second is always 30 frames, no matter what FPS you set in the project properties. So frame 0 will be exported as 0, 17 as 17 and 54 as 1:24.
Is that by design to make actions project-independent?
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This topic might have the answers: https://www.hash.com/forums/index.php?showtopic=47612
Choreography plugin: Export Transforms
in 3rd Party Programs, Utilities and Products
Posted
Export Transforms
This plugin exports the transformations of all bones in a model over the time range you specify. It works in a WYSIWYG fashion: you record only the final state of the animation from the current choreography, and you don't have to pre-bake anything.
This is useful for bringing animation from A:M to render it elsewhere.
The transform data is written to a custom binary format with the .xform extension. Import of this format is supported for Blender by this importer plugin. The format is also trivial to support in other software if you write the necessary import code (or get someone else to do it) for your program of choice. The format's data structures are documented in the export-xforms.h file.
Last updated: April 12, 2017.
\HXT folder.
Download
For 64-bit A:M (Windows)
For 32-bit A:M (Windows)
These builds should work with version 19.0. If the Visual C++ 2015 redistributable is installed, it will also work with version 18.0.
Static MFC build for 64-bit A:M (Windows)
Static MFC build for 32-bit A:M (Windows)
These builds should work with version 18.0 even if the Visual C++ 2015 redistributable is not installed.
Source code (Visual Studio 2015 solution)
To install the plugin, put the correct (either 32-bit or 64-bit) .hxt file in the
There won’t be a MacOS X build. If you want to try and create one, fiddle with the source code.
How to use
Credits
Special thanks to Hellraiser for advice on the workings of MFC.