I'm working on skeletal animation and got stuck on this really weird issue.
Using ASSIMP to import a .dae model.
I have loaded the model's bone hierarchy (nodes), but the mesh->mBones
contains only 10 bones, while there are 29 total. I thought there are only those which are active during the transforms, but nope, that is not the case. Active bones are missing.
When reading the scene, I'm using aiProcess_ValidateDataStructure
Importer throws no errors.
The exact problem is I don't have all the aiBone structures needed to obtain bone weights. Is it bad exporting or something else?
I'm attaching the object model and the scene. Thanks for all help.
https://skfb.ly/CDIu
The problem turned out to be the biped system.
Raw bones work just fine!
Related
I was thinking that you need a deformer to read the clusters etc to be able to get the original (usually T pose) position of the skeleton.
Also FBX supports poses etc but never had a file that implemented it.
But my surprise was that importing an fbx file into 3dsmax without any mesh inside if I uncheck "animation" I get the T pose.
Any idea about it?
Thank you in adavnce
FbxCluster has GetTransformMatrix and GetTransformLinkMatrix. The former returns the original transform of the bone (that should be used to initialize the skinning), and the latter the corresponding orientation of the skinned node. Additionally, the skin node can also have "geometric rotation". I don't think there's anything more than that.
I'm trying to integrate a animated 3D character in a Web navigator.
I use MakeHuman 1.02 to create a character which I import in Blender 2.74 in .mhx format.
I retarget to a BVH using the MakeWalk plugin for Blender. It's for the motion.
When I try to export the character in .json format (three.js), the following error appears :
MakeHuman is not a valid mesh object.
A mesh object is an object that we can modify properties or vertices, isn't it ?
I try others format like .dae format (collada) but it seems that the navigators doesn't find the skeleton and the textures of the character (even if they are in the same directory) necessary for the character's motion.
How to get the character like a mesh object ? Or somebody knows another process to success ?
Like Erica pointed out, you need to have a mesh selected to export it. The problem with this is it doesn't seem to work if you have multiple meshes. Only one will export. This is a problem when using MakeHuman because their clothes are separate meshes.
One way to fix this is to select all meshes and combine them into one (I believe that's CTRL + J). However, you'd have to somehow merge all your texture files into one big one and I have no idea how to do that.
What I do is to export the entire scene. Then it doesn't matter what is selected. All meshes get exported. You can load it using either the ColladaLoader, which I would recommend since you're retargeting to a BVH (worked great for me), or the new ObjectLoader.
If you have your own Scene object on the page that you want to use, you can still load the scene created by the exporter, traverse it to get the items you care about, and add those items to your scene that will display on the page.
after I load a model with textures in three.js how to export this model to obj-format also with textures. The standard OBJExporter makes no MTL-file for exported model. And I cannot find a way to solve this problem.
I tried to generate a mtl-file in OBJExporter, but in works buggy. Is there any complete solutions
Thank you for any help!
I have created a 3D model for printing in 3D an industrial layout.
Because I am not used in playing with professional 3D modeler software, I used SketchUp and the result was fine !
Now, I want to reuse the 3D models to make a dynamic visit of the "to-be" installation.
I exported each object in Collada format (DAE), and then try to used the collada importer in Threejs.
I have around 130 objects that I want to be able to select interactively, but I manage only to load one ...
I then get a try with STL loader (after having converting objects with MESHLAB from DAE to STL).
And then it works without any problem... but rendering problems.
In the linked picture (sorry, not enough reputation to insert image !), you can see that some parts of the objects seem the be "transparency", even if they have not this property set ! (only the ground is).
While moving with the TrackBallControl, some parts of the objects disappear from time to time....
I try with only one object, with or without the ground,...
I took snapshots of the problem I get :
fig 1, inside the red circle, the errors appears
fig 2, without the ground, it is the same : some parts that should be hidden are not
fig 3, the wireframe rendering shows not pb in the exported model...
link >> http://stackoverflow.legrandcondor.com/photo.html
link >> http://stackoverflow.legrandcondor.com/
Any ideas ? Suggestions before I get crazy ?! (Everything else works fine!)
Thankx in advance,
Your camera near plane is 0.1 and far plane is 1000000. Small values of the near plane can lead to depth-sorting precision problems.
In your case, set your near plane to, say, 100.
ref: http://www.opengl.org/wiki/Depth_Buffer_Precision
Also consider using OrbitControls so your model remains right-side-up.
three.js r.69
I am currently working on skeletal animation tests in three.js. I have a simple model which animates just fine in blender. Basically it consists of three stacked, bending cubes.
When I export the blender file to the three.js using the blender export plugin with Blender V2.64, the animation in the webGl context appears different as if the skinweighting is wrong.
WebGL-Demo:
http://rainbowrangers.de/threejs/animation_test01/
Blender-File:
http://rainbowrangers.de/threejs/animation_test01/model/animation_test01.blend
What do I have to do to get the correct result in three.js?
I am the person you quoted from the github discussion. I have recently been experimenting with this pipeline, ( ie Blender bone animations into threejs,) and have found that it is very very difficulty to find a reliable process that will work every time.
On my blog, I have compiled a list of 'tips' that allowed me to achieve success on some occasions:
http://dev.mothteeth.com/2012/10/threejs-blender-exporting-skeletal-animations/
To summarise, the most important things I found were:
Delete the Armature Modifier before exporting, or the animation will be all messed up.
Check that your Vertex Groups are properly assigned to the bones. ( In Blender, you can use automatic bone weights. )
Key all bones in the first and last frames of your animation. ( As you discovered, if you only have keys for the bones you have changed, ThreeJS won't infer anything about the other ones, and things will be broken. )
Even following these guidelines, I can't get things to work consistently, and have been considering using morph targets until the library matures a bit more. The file sizes for morph targets are much larger but they seem to be a more reliable option at this point, in my experience.
After a lot of digging I finally found the answer in one of the three.js github discussions:
"Insert a full keyframe for all of the bones at the beginning and end of the animation. I found that without the first keyframe the animation would be subtly distorted, and without the one at the end I would lose parts of the animation toward the end."
Source: https://github.com/mrdoob/three.js/issues/2106
That was exactly what happened to our render. We only hat keyframes set for the bones that were changing and not for the static ones.
I've also found that to get the exported model working right the export should be done at frame 0 in Blender.
Another thing that solved a problem I've encountered was not to scale model after exporting it. This means that the model can't be scaled in the JSON file and probably in the code directly.
Using three.js r56