Exporting Makehuman.js Three.js using THREE.OBJExporter - three.js

I am using https://github.com/makehuman-js/makehuman-js
The example exports the mesh from the source. So I am trying to get it from the scene with where it is changed.
When I try to export my scene to an obj file it is empty:
var objscene = new THREE.OBJExporter().parse( self.scene );
var output = JSON.stringify( objscene, null, 2 );
saveAs (new Blob([output], {type : 'text/plain;charset=utf-8'} ), 'Avatar.obj');
I can count the objects in the scene. There are four.
var scene_size = app.scene.children.length;
var i = 0;
while(i < scene_size){
alert(app.scene.children[i])
i = i + 1;
}
However they have no names so I add a name to my main human object.
// HUMAN
this.human = new makehuman.Human(this.resources);
this.human.name = 'human';
So now I can retrieve the name of the object named human.
var scene_size = app.scene.children.length;
var i = 0;
while(i < scene_size){
var thisone = app.scene.children[i]
alert(thisone.name)
i = i + 1;
}
So, I can demonstrate the objects exist. I will assign names to the other objects later. What I cannot understand is why my export is empty. The file is 1kb in size and there is only "" in it when I open it in my editor.
Any insight would be appreciated. I've been pounding it for a week and I am at a loss... Thanks!

OBJExporter.parse() does not return a JSON object. So it makes no sense to use JSON.stringify() in this context. Have a look at the actual output in this example (you will see it's just a plain string).
In any event, I recommend to use GLTFExporter instead since glTF is the recommended format of three.js. You can use code snippets from the following example for your own project.
https://threejs.org/examples/#misc_exporter_gltf

Related

AS3 Particle Explosion Crash

Hellooooo, hope y'all are doing great.
A while ago, I asked a question about how to do particle explosions in AS3 when I was coming from AS2. Luckily, I got help from Organis (thank you so much btw), but every time I try export the animation in SWF, it keeps crashing my file and I'm not sure why?
I should probably preface that what I'm doing is specifically for animation. I'm not trying to make a game, just a simple script where the movieclip I created can explode into different objects in its timeline...if that made any sense.
In case anyone needs the actual file itself, you can download it right here: https://sta.sh/018lqswjfmp2
Here is the AS2 version in case anyone needs it: https://sta.sh/02fzsqon3ohw
Here is the code given to me by Organis:
// Allows the script to interact with the Particle class.
import Particle;
// Number of particles.
var maxparticles:int = 200;
// I imagine you will need to access the particles somehow
// in order to manipulate them, you'd better put them into
// an Array to do so rather then address them by their names.
var Plist:Array = new Array;
// Counter, for "while" loop.
var i:int = 0;
// The loop.
while (i < maxparticles)
{
// Let's create a new particle.
// That's how it is done in AS3.
var P:Particle = new Particle;
// The unique name for the new particle. Whatever you want it for.
P.name = "particle" + i;
// Enlist the newly created particle.
Plist.push(P);
// At the moment, the P exists but is not yet attached to the display list
// (or to anything). It's a new concept, there wasn't such thing in AS2.
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And in case anyone needs it, here is the code I used for AS2:
maxparticles = 200; //number of particles
i = 0; //counter, for "while" loop
while(i < maxparticles){
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For loop over a Google Sheets Range fails to change file owner

I need to transfer ownership of thousands of files I own to someone else with editing access, but I've learned that Google Drive requires you to do this one file at a time. With intermediate but growing JS experience I decided to write a script to change the owner from a list of file IDs in a spreadsheet, however I've run into trouble and I have no idea why. The debugger just runs through the script and everything looks sound for me. I'd greatly appreciate any help.
function changeOwner() {
var ss = SpreadsheetApp.openByUrl('https://docs.google.com/spreadsheets/d/********/').getSheetByName('Sheet1');
var range = ss.getRange(1,1,2211);
for (i = 0; i < range.length; i++){
var file = range[i][0].getValue();
var fileid = DriveApp.getFileById(file);
fileid.setOwner('******#gmail.com');
}
}
Tested below code working fine with IDs,
function myFunction() {
var spreadsheet = SpreadsheetApp.openById('ID');
var range = spreadsheet.getDataRange().getValues();
for (i = 0; i < range.length; i++){
var file = range[i][0].toString();
var fileid = DriveApp.getFileById(file);
fileid.setOwner('***#gmail.com');
}
}
Your issue is that the Range class had no length property. Instead, perform a getValues() call on the range to efficiently create a JavaScript array, and iterate on it:
function changeOwner() {
var ss = SpreadsheetApp.openByUrl('https://docs.google.com/spreadsheets/d/********/').getSheetByName('Sheet1');
var values = ss.getRange(1, 1, 2211).getValues();
for (i = 0; i < values.length; ++i){
var fileid = value[i][0];
var file = DriveApp.getFileById(fileid);
file.setOwner('******#gmail.com');
}
}
There are other improvements you can make, such as:
dynamic range read (rather than the fixed assumption of 2211 rows of data)
writing to a second array to keep track of which files you have yet to process
checks for if the file exists
checks for if the file is actually owned by you
checks for execution time remaining, to allow serializing any updates/tracking you do that prevents the next execution from repeating what you just did
and so on. I'll let you research those topics, and the methods available in Apps Script documentation for the DriveApp, SpreadsheetApp, Sheet, and Range classes. Note that you also have all features of Javascript 1.6 available, so many of the things you find on a Javascript Developer Reference (like MDN) are also available to you.

Unable to create accurate copy of a Kinetic.js stage / layer

I'm trying to build in a change history, rather than a diff style history, I've opted to save the entire object.
This becomes problematic because each copy of the object updates along side the original object.
The Kinetic.Node.clone method seemed like the right thing for me, but it doesn't seem to do what I expect it to do.
Pseudocode:
var History = function(){
var h = this;
h.history = [];
h.pointer = -1;
h.save = function() {
h.history = h.history.slice(0,h.pointer);
h.history.push(im.Stage.createCopy());
h.movePointer(1);
};
h.movePointer = function(diff) {
h.pointer += diff;
(h.pointer < 0 && (h.pointer = 0));
(h.pointer >= h.history.length && (h.pointer = h.history.length-1));
return h.pointer;
};
h.render = function() {
im.Stage = h.history[h.pointer].createCopy();
im.Stage.draw();
};
h.undo = function() {
h.movePointer(-1);
h.render();
};
h.redo = function() {
h.movePointer(1);
h.render();
};
};
How can I create an accurate copy of the stage?
The best method to build up a history system is to store your layers/elements after each operation into an array as serialized values, using layer.toJSON() .
If you use images on layers and eventhandlers that you want to display/work after you restore anything from the history then you will have to reattache images and eventhandlers to the objects/layers/etc because toJSON() does not store images and eventhandlers as it would have been too large data stored. Build up your history like this:
first, try to use projeqht's answer on this question .
second you will have to reattach the images and eventhandlers. With a trick given by markE on this question you can easily handle it.
The best thing for an accurate representation is to do:
var layers = stage.getChildren();
to get the layers. Then do:
var layerChildren = new Array();
for(var i=0; i<layers.length; i++)
layerChildren[i] = layers.getChildren();
each time you want to save a state.
This will store all your layers and their children in an array. Fairly efficient and accurate.
Now you just have to save the list of layers and list of children somewhere and then you can move back and forth between states.

Google Script Image Resizing

I'm trying to make a script that will resize the images in a google doc. What I have is:
var imgs = currentDoc.getImages();
for (var i = 1; i < imgs.length; i++)
{
cell = row.insertTableCell(1);
imgNew = imgs[i].setWidth(365);
cell.insertImage(1, imgNew.getBlob());
}
The image gets inserted correctly but the size does not change regardless of what I set the width to. Since the image is going into a cell (width=370), is it possible to just make the image take up 100% of the width and scale the height proportionally? If not I can deal with manually setting the number of pixels but that is not working either. Any ideas?
The problem is that the image size should be changed after it is inserted to a table. The following code works correctly
function test() {
var doc = DocumentApp.openById('here_is_doc_id');
var imgs = doc.getImages();
var table = doc.getTables()[0];
for (var i = 0; i < imgs.length; i++) {
var row = table.appendTableRow();
var cell = row.insertTableCell(0);
var imgNew = imgs[i].copy();
cell.insertImage(0, imgNew);
imgNew.setWidth(365);
}
}
Please mention, that array indexes, cells numbers, etc. start from 0 and not 1.
Just as an FYI, you don't need to call getBlob()... anything that has a getBlob() can be passed in directly wherever a Blob is needed.
Have you tried:
imgs[i].attr('width', '370');
Or try assigning a class that has width: 100%

BIRT Palette scripting: How to access dataset row

If I want to change the color of circles in scatter chart based on a field not being used in the chart, then how do i use that column in script. I mean how can i get the that data...for example
If (row[v_count])>2
fill red color...
The exact code is below
function beforeDrawDataPoint(dph, fill, icsc)
{
//Fill implements Fill interface
//ImageImpl
//ColorDefinitionImpl
//GradientImpl
//MultipleFillImpl
//EmbeddedImageImpl
//PatternImageImpl
importPackage( Packages.org.eclipse.birt.chart.model.attribute.impl );
val = dph.getOrthogonalValue();
if( fill.getClass().isAssignableFrom(ColorDefinitionImpl)){
if (row[v_count]>2){
fill.set(255, 0, 0);
}
}
}
but i dont know do i get that v_count column in the script. is there some function to get that column ?
I mean if we are making some calculations based on a column from databinding columns..that is not being used in x or y axis, then how do we access that column in the script..is there some kind of function for that.. I tried row["v_count"], but it is not working.
Arif
You could use "persistent global variables". In any place of your report you can write the following to store and load a global variable. Note that you cannot store Integers but only Strings (but after loading you can cast your Strings back to other types). You could store the Value of your column in the Script of an invisible data field located above your chart, so inside your chart you can read the value.
//store a value
reportContext.setPersistentGlobalVariable("varName", "value");
//load the value
var load = reportContext.getPersistentGlobalVariable("varName");
I spend my day look but I did not find the solution, this is my colleague who give me :)
So I share.
in my example I had to create a vertical marker for every new year
function beforeGeneration(chart, icsc)
{
importPackage(Packages.org.eclipse.birt.chart.model.component.impl);
importPackage(Packages.org.eclipse.birt.chart.model.data.impl);
importPackage(Packages.org.eclipse.birt.chart.model.attribute);
importPackage(Packages.org.eclipse.birt.chart.model.attribute.impl);
var chart = icsc.getChartInstance();
var yAxis = chart.getBaseAxes()[0];
//get date series for my case
series = yAxis.getRuntimeSeries();
// but if you have multiple series ... (for exemple xaxis)
for (i = 0; i < series.length; i++){
var values = series[i].getDataSet().getValues();
for (j = 0; j < values.length; j++){
if(j > 1){
var date1 = values[j-1];
var date2 = values[j];
if(date1.getYear() < date2.getYear()){
min_ml = MarkerLineImpl.create(yAxis, NumberDataElementImpl.create(j));
min_ml.getLabel().getCaption().setValue("Nouveau boitier");
min_ml.getLineAttributes().getColor().set(255,0,0);
}
}
}
}
}

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