Upspring 1.54
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Cool, I will. I didn't know there was such a universal format.I think will be very good and important, if also make
for UpSpring, converter for universal animation format BVH
Nice to see someone testing the animation :)
FYI, the animation track dialog is not usable for anything yet, so don't spend your time on it.
Last edited by jcnossen on 05 Nov 2006, 16:22, edited 1 time in total.
Yes, "BVH" this universal animation format.jcnossen wrote:... I didn't know there was such a universal format...
Can take animation from one program, and give to anather
(3DMax, MotionBuilder, Poser, Cinema4D, and so on.....)
If UpSpring make animation with frames, and also will be
can andestand "BVH" format... OOO.... will be great !!
--
(bvh - have text format, can see in Notepad)
- centurion-1
- Posts: 169
- Joined: 31 Jan 2006, 20:53
- centurion-1
- Posts: 169
- Joined: 31 Jan 2006, 20:53
It's working, however rotations are messed up... maybe the order of rotation compared to TA style, or they need inverting. If you have any clues please tell...
http://user.supradigital.org/jcnossen/a ... mpkick.avi
http://user.supradigital.org/jcnossen/a ... mpkick.avi
Upspring 1.43:
- Objects can be mirrored by entering negative numbers for scale (before 1.43, this looked like it worked until you do "Apply Transform")
- BVH import script added
A 1.44 will follow soon with BVH export and animation optimization (Removing useless keyframes)
http://user.supradigital.org/jcnossen/U ... r-1.43.exe
Open examples/armcom-jumpkick.opk to see an example of a BVH animation applied to a ARM commander. The main problem currently is that you will need to rename the piece names to match the BVH file (or edit the bvh file to match the piece names
)
Also the BOS export script probably doesn't work, it would be nice if someone could fix that (Only the Output functions in BOSExporter.lua have to be fixed), because I never actually scripted a unit.
- Objects can be mirrored by entering negative numbers for scale (before 1.43, this looked like it worked until you do "Apply Transform")
- BVH import script added
A 1.44 will follow soon with BVH export and animation optimization (Removing useless keyframes)
http://user.supradigital.org/jcnossen/U ... r-1.43.exe
Open examples/armcom-jumpkick.opk to see an example of a BVH animation applied to a ARM commander. The main problem currently is that you will need to rename the piece names to match the BVH file (or edit the bvh file to match the piece names

Also the BOS export script probably doesn't work, it would be nice if someone could fix that (Only the Output functions in BOSExporter.lua have to be fixed), because I never actually scripted a unit.
UV mapping problem
I still have a problem importing UV coordinates.
Here is what I do:
1) I have a model in s3o format (g6.s3o). I open it in Upspring and do Texture mapping->Export model for uvmapping (g6-export.obj). Then I use UVMapper Classic to make a box uv-map and save the model (g6-mapped.obj) (I know that this map is yet unusable for actual texturing, it needs more work, it's just there for an example of Upspring behaviour). Then I open the original file (g6.s3o) in Upspring and do Texture mapping->Import UV coordimates from model (select g6-mapped.obj).
2) After that Texture mapping->Show UV mapping shows nothing.
3) If I load the file g6-mapped.obj with Load model, model loads and mapping shows (so UV coordinates are actually there), but that model has everything in one piece and is unusable for scripting.
Interesting thing is, Upspring 1.3 can import UV coordinates from that model into g6.s3o, but the resulting UV map is missing a few polygons which are present if the model is loaded as in step 3.
Here is the link to archive with my model files (g6.zip), will be up for 7 days.
Warning: YouSendIt (which I uploaded the file to) tries to open a popup when that link is visited. The popup contains no useful information (ads only) and can be closed the moment it appears.
Here is what I do:
1) I have a model in s3o format (g6.s3o). I open it in Upspring and do Texture mapping->Export model for uvmapping (g6-export.obj). Then I use UVMapper Classic to make a box uv-map and save the model (g6-mapped.obj) (I know that this map is yet unusable for actual texturing, it needs more work, it's just there for an example of Upspring behaviour). Then I open the original file (g6.s3o) in Upspring and do Texture mapping->Import UV coordimates from model (select g6-mapped.obj).
2) After that Texture mapping->Show UV mapping shows nothing.
3) If I load the file g6-mapped.obj with Load model, model loads and mapping shows (so UV coordinates are actually there), but that model has everything in one piece and is unusable for scripting.
Interesting thing is, Upspring 1.3 can import UV coordinates from that model into g6.s3o, but the resulting UV map is missing a few polygons which are present if the model is loaded as in step 3.
Here is the link to archive with my model files (g6.zip), will be up for 7 days.
Warning: YouSendIt (which I uploaded the file to) tries to open a popup when that link is visited. The popup contains no useful information (ads only) and can be closed the moment it appears.
JC, I've gotten to test it while making the new Knight model for the upcoming release in NanoBlobs.
You specified that using negative scalar values would mirror the geometry. Well... er... it does, kind of... but the results look like the result of a bad teleporter accident
Basically, it's inverting faces and creating what looks very much like bad geometry- I don't end up with an inverted part with normals intact. I wish I was smart enough about this stuff to be more helpful in getting that sorted out, but meh... it's a minor thing anyhow, we can always do mirroring in software before import anyhow.
I haven't tested the animation stuff yet, but I will try to put together a test-project for this very soon- I need to create a set of generic animations for humanoid stock characters soon. Given what SpikedHelmet's been doing lately, I suspect that, at the very least, the rotational issues are sorted now.
Also, while I'm finding minor stuff to nitpick about... I don't suppose it'll ever support bitmap display at the true resolution any time soon? It always displays the 256X256 mipmap levels, and mips 512 or higher down, even when using TGA, which is kind've bad.
And last but not least... could we have OBJ imports of multipart meshes just get assigned an empty point named "base" as the parent? Right now, it's completely impractical to use OBJ as the import format, because OBJ doesn't seem to support true hierarchies and most exporters don't assign them to OBJ even if this is supported by the format. I've tried this with Rhino3D, Milkshape, the various software I use for skinning, etc., and I never end up with the proper object being assigned as base, let alone having a functional hierarchy import. Assigning a blank point as the root if OBJ is imported would at least be a step in the right direction- so far as I can tell, OBJ files are retaining normal data/smoothing/split faces and other data more correctly when being read- I just don't have a good way to get them into the software and get the hierarchies set up, is all...
More testing on the animation will be forthcoming asap, I'm just trying to get NanoBlobs out the door right now- when I start working on my new project starting Friday, I should be able to start providing better feedback.
You specified that using negative scalar values would mirror the geometry. Well... er... it does, kind of... but the results look like the result of a bad teleporter accident

I haven't tested the animation stuff yet, but I will try to put together a test-project for this very soon- I need to create a set of generic animations for humanoid stock characters soon. Given what SpikedHelmet's been doing lately, I suspect that, at the very least, the rotational issues are sorted now.
Also, while I'm finding minor stuff to nitpick about... I don't suppose it'll ever support bitmap display at the true resolution any time soon? It always displays the 256X256 mipmap levels, and mips 512 or higher down, even when using TGA, which is kind've bad.
And last but not least... could we have OBJ imports of multipart meshes just get assigned an empty point named "base" as the parent? Right now, it's completely impractical to use OBJ as the import format, because OBJ doesn't seem to support true hierarchies and most exporters don't assign them to OBJ even if this is supported by the format. I've tried this with Rhino3D, Milkshape, the various software I use for skinning, etc., and I never end up with the proper object being assigned as base, let alone having a functional hierarchy import. Assigning a blank point as the root if OBJ is imported would at least be a step in the right direction- so far as I can tell, OBJ files are retaining normal data/smoothing/split faces and other data more correctly when being read- I just don't have a good way to get them into the software and get the hierarchies set up, is all...
More testing on the animation will be forthcoming asap, I'm just trying to get NanoBlobs out the door right now- when I start working on my new project starting Friday, I should be able to start providing better feedback.