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Hash, Inc. - Animation:Master

nemyax

*A:M User*
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Posts posted by nemyax

  1. 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.

    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 \HXT folder.
    There won’t be a MacOS X build. If you want to try and create one, fiddle with the source code.

    How to use

    1. In a choreography, right-click the model for which you want to export animation, and click Plugins | Export | Export Transforms (*.xform)
      da29fc4ef8bd1a320876aae6b99bbb4a.png
    2. Specify the file to write and the time range to export, and click OK.
      4f9b16ee3e69dd0573b013ba925f55d6.png

    Credits
    Special thanks to Hellraiser for advice on the workings of MFC.

  2. the one that immediately caught my attention was Mappings between Sphere, Disc and Square

    ...

    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.

  3. 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.

  4. 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.

  5. 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?

  6. 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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