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  #1  
Old 01-09-2008, 06:39 AM
krimble krimble is offline
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Join Date: Nov 2006
Location: Nijmegen
Posts: 63
animate cal3d bones

Hi all,

What I have is a cal3d avatar with a peoplemaker morph (for a talking mouth).

The avatar has to perform an animation: lean forward - back the origin - lean backward back to origin - lean left - back to origin - lean right and back to origin.

The bone that I want to rotate is one of the spineBones.

This is the code-part where i'm talking about:

Code:
viz.starttimer(TIMER_BODY_MOVEMENT, .03, 1)

def onTimerEvent(id) :
if id == TIMER_BODY_MOVEMENT :
    spine02.rotate(10,0,0)

viz.callback(viz.TIMER_EVENT,onTimerEvent)
What's happening now: the bone seems to snap to the new position, with <bone>.setEuler() it's doing the same.

How can I make this a smooth animation?

Thanks!

Last edited by krimble; 01-09-2008 at 06:41 AM.
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  #2  
Old 01-10-2008, 03:23 AM
krimble krimble is offline
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Join Date: Nov 2006
Location: Nijmegen
Posts: 63
Anybody?

Shorter question: How do I animate a cal3d bone. ( not the neckBone )?

Thanks!
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  #3  
Old 01-10-2008, 04:20 PM
farshizzo farshizzo is offline
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Join Date: Mar 2003
Posts: 2,849
I've attached a sample script that creates a custom vizact action that animates a bone. The code at the bottom of the script shows how to use the action. This action will be included in the vizact library in the next release of Vizard. Let me know if anything is unclear.
Code:
import viz
viz.go()

"""
Code for creating action that animates a bone rotating
"""

_paramval_ = vizact._paramval_
_paramlist_ = vizact._paramlist_
VizCubicQuatInterpolator = vizact.VizCubicQuatInterpolator
VizLinearQuatInterpolator = vizact.VizLinearQuatInterpolator

def boneSpinTo(bone,mode=viz.ABS_PARENT,quat=None,euler=None,axisAngle=None,speed=None,time=None,p1=None,p2=None):
	bla = viz.ActionData()
	bla.bone =  bone
	bla.mode = mode
	bla.speed = speed
	bla.time = time
	bla.quat = quat
	bla.euler = euler
	bla.axisAngle = axisAngle
	bla.p1 = p1
	bla.p2 = p2
	bla.actionclass = VizBoneSpintToAction
	return bla

class VizBoneSpintToAction(viz.ActionClass):

	def begin(self,object):
		
		self.elapsed = 0.0
		self.duration = 0.0
		
		#If bone is not a Vizard bone object, assume it is string and get bone from name
		bone = _paramval_(self._actiondata_.bone,object)
		if isinstance(bone,viz.VizBone):
			self.bone = bone
		else:
			self.bone = object.getBone(bone)
		
		#Make sure bone is valid
		if not self.bone:
			self.end(object)
			return
			
		#Lock the bone for animating
		self.bone.lock()
		
		#Get coordinate frame mode for bone rotations
		self.mode = _paramval_(self._actiondata_.mode,object)
		
		#Get begin and end rotation
		beginQuat = self.bone.getQuat(self.mode)
		
		if self._actiondata_.quat is not None:
			self.endQuat = _paramlist_(self._actiondata_.quat,object)
		elif self._actiondata_.euler is not None:
			self.endQuat = vizmat.EulerToQuat(_paramlist_(self._actiondata_.euler,object))
		elif self._actiondata_.axisAngle is not None:
			self.endQuat = vizmat.AxisAngleToQuat(_paramlist_(self._actiondata_.axisAngle,object))
		else:
			self.end(object)
			return

		#Compute whether animation duration is based on time or speed
		speed = _paramval_(self._actiondata_.speed,object)
		time = _paramval_(self._actiondata_.time,object)
		
		if time is not None:
			self.duration = time
		elif speed is not None:
			self.duration = vizmat.QuatDiff(beginQuat,self.endQuat) / speed

		#Make sure duration is valid
		if self.duration <= 0.0:
			self.bone.setQuat(self.endQuat,self.mode)
			self.end(object)
			return
	
		#Check if we are using linear or cubic interpolation
		p1 = _paramlist_(self._actiondata_.p1,object)
		p2 = _paramlist_(self._actiondata_.p2,object)
		if p1[0] is not None and p2[0] is not None:
			interpolator = VizCubicQuatInterpolator(p1[0],p2[0])
		else:
			interpolator = VizLinearQuatInterpolator()

		interpolator.init(beginQuat,self.endQuat)
		self.interpolate = interpolator.interpolate
		
	def update(self,elapsed,object):

		self.elapsed += elapsed
		p = self.elapsed / self.duration
		if p >= 1.0:
			self._overtime_ = self.elapsed - self.duration
			self.bone.setQuat(self.endQuat,self.mode)
			self.end(object)
			return
	
		self.bone.setQuat(self.interpolate(p),self.mode)
	



model = viz.add('vcc_female.cfg',pos=(0,0,5),euler=(180,0,0))

lookRight = boneSpinTo('Bip01 Spine1',mode=viz.AVATAR_LOCAL,euler=(45,0,0),speed=90)
lookLeft = boneSpinTo('Bip01 Spine1',mode=viz.AVATAR_LOCAL,euler=(-45,0,0),speed=90)

vizact.onkeydown(viz.KEY_RIGHT,model.runAction,lookRight,pool=1)
vizact.onkeydown(viz.KEY_LEFT,model.runAction,lookLeft,pool=1)
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  #4  
Old 01-11-2008, 05:31 AM
krimble krimble is offline
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Join Date: Nov 2006
Location: Nijmegen
Posts: 63
Thanks man!!!

I'll take a look at it as soon i've got the time.
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  #5  
Old 05-07-2008, 08:51 AM
Karla Karla is offline
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Join Date: May 2007
Posts: 12
Example request for vizact.boneSpinTo()

I noticed that for the Q1 2008 Release of Vizard, vizact.boneSpinTo() is listed as an addition.

vizact.boneSpinTo() action for animating avatar bones

I am running vizard_3.00.2701. I cannot find any additional information about vizact.boneSpinTo() in the Help Documentation.

Can someone please post an example of how to use vizact.boneSpinTo() without including the sample script as posted above? For now I'm using the sample script but more condensed code would be preferable.

Thanks!

~Karla
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  #6  
Old 05-07-2008, 10:40 AM
farshizzo farshizzo is offline
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Join Date: Mar 2003
Posts: 2,849
Here is a short sample:
Code:
lookLeft = vizact.boneSpinTo('Bip01 Head',mode=viz.AVATAR_LOCAL,euler=(-90,0,0),speed=90)

avatar.runAction(lookLeft)
And here is the documentation for the command:
Code:
<vizact>.boneSpinTo(	    
    bone	    
    mode = viz.ABS_PARENT	    
    quat = None	    # Keyword argument
    euler = None	    # Keyword argument
    axisAngle = None	    # Keyword argument
    speed = None	    # Keyword argument
    time = None	    # Keyword argument
)

 

bone
An Avatar bone object or the name of a bone.

mode = viz.ABS_PARENT
The transformation mode to apply the rotations with

quat = None
The quaternion rotation to spin to

euler = None
The euler rotation to spin to

axisAngle = None
The Axis-Angle rotation to spin to

speed = None
The speed to spin at in degrees/sec

time = None
The amount of time to spin for
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  #7  
Old 05-07-2008, 04:07 PM
Karla Karla is offline
Member
 
Join Date: May 2007
Posts: 12
Thank you!

I was working in a long file, which made troubleshooting more difficult than necessary. I made the following concise example and got it to work. With a more positive resolve, I was able to find my mistakes in the longer file. It's all working now.

Thanks,
Karla

Code:
#******************************************************************************************
#******************************************************************************************
#Trying to use boneSpinTo with avatar in Art Gallery
#Created: May 6th, 2008
#******************************************************************************************
#******************************************************************************************

import viz
import viztask 	#For wait time

viz.go()

viz.MainView.setPosition(0,1.72,7.5)
viz.MainView.setEuler(183,0,0)

#Add an avatar
male = viz.add('male.cfg'); male.translate(0.25,0,5.5); male.rotate(0,1,0,-3); male.state(1)				#Start in neutral state animation
face1 = male.face('biohead_talk.vzf')	#add a face to the avatar

#speed settings for boneSpinTo()
headSpeed = 100
	
def SpinHeadLeft():
	yield viztask.waitTime(2)		#Wait 2 seconds
	lookleft = vizact.boneSpinTo('skel_Head',mode=viz.AVATAR_LOCAL,euler=(-90,0,0),speed=headSpeed)
	male.runAction(lookleft)

viztask.schedule( SpinHeadLeft() )

#***********************************************************
#Adding a world
#***********************************************************
room = viz.add('gallery.ive') # Load
room.scale(1,1,1)  # scale actual
room.translate(0,0,0) ## position in the world
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