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Is this possible i since .BVH files are text driven and .OBJ files are tet driven too, i have been studying this code but i seem to be missing something.
import script to lua table
--[[ Parses a .bvh (motion capture) file into Lua table format.
--]]
-- A list of valid BVH transform tokens and their -- quaternion sequence equivalents. local xform_tokens = {
}
Xrotation = "rx", Yrotation = "ry", Zrotation = "rz", Xposition = "tx", Yposition = "ty", Zposition = "tz"
-- Main Function
BVH2Table = function(bhvfilename) local bhvfile, linenumber, bvhtable, levels_temp_info, line, rest, _ =
0)
assert(io.open(bhvfilename)), 0, {}, {}
local function readline() repeat
linenumber = linenumber + 1 line = bhvfile:read("*line") -- trim line = line and string.gsub(string.gsub(line,"^[ \t]*", ""), "[ \t\n]*$", "") or nil -- enable comments and while lines
until not line or (line ~= "" and string.sub(line, 1, 1) ~= "#") _,_,token = string.find(line or "","^([%u%l{}:]+)") -- rest of line, stripped _,_,rest = string.find(line or "", "^[%u%l{}:]+[ \t]([%a%d%s%c%p]*)")
end local function parse_error(err, ...)
error(string.format("%s:%d: %s", bhvfilename, linenumber, string.format(err, unpack(arg))),
end
local function checktoken(ctoken) if ctoken ~= token then
parse_error("token %s expected, got %s", ctoken, token) bvhtable.root_segment = {}
end
end
local function read_joint_level(level) local level_temp_info = { rotation_seq = {}, level = level } -- stored info for use at animation frame decoding time table.insert(levels_temp_info, level_temp_info) level.rotation = {} -- one for each animation frame
checktoken("{") readline() while token ~= "}" do
if token == "OFFSET" then local ox, oy, oz
_, _, ox, oy, oz = string.find(rest, "[ \t]*([%-%+%d%.]+)[ \t]+([%-%+%d%.]+)[ \t]+([%-%+%d%.]+)")
angle
end
table.insert(level_temp_info.rotation_seq, token) table.insert(level_temp_info.rotation_seq, 0)
-- "rx", "ry", or "rz" -- spot to put the
end
level.offset = vec4(ox, oy, oz) elseif token == "CHANNELS" then
local _, e, channelcount = string.find(rest, "([%d]+)[ \t]*") for i=1, channelcount do
local chname -- extract channel name (such as "Xrotation") _, e, chname = string.find(rest, "([%w]+)[ \t]*", e)local token = xform_tokens[chname] or
parse_error("unknown channel type %s", chname or "(nil)") if string.sub(token, 1,1) ~= "t" then -- ignore translation tokens.
end
end elseif token == "JOINT" or token == "End" then
local newlevel = {} level.segments = level.segments or {} -- make sure we have a table therelevel.segments[(token == "End") and "EndSite" or rest] = newlevel -- new level readline() read_开发者_如何学Gojoint_level(newlevel)
elseif token ~= "}" then
parse_error("illegal/unknown token '%s'", token) readline()
end
-- Read hierarchy
readline() checktoken("HIERARCHY") readline() checktoken("ROOT") readline() read_joint_level(bvhtable.root_segment) readline()
-- Read frames (insert them into the right places of the hierarchy)
checktoken("MOTION") readline()
checktoken("Frames:") _,_,bvhtable.framecount = string.find(rest, "([%d]+)") readline()
checktoken("Frame") _,_,bvhtable.frametime = string.find(rest, "([%d%.]+)") readline()
for fr = 1, bvhtable.framecount do if token or not line then parse_error("frame data expected") end local e = 1
-- Skip global translation - we don't need it
for l = 1, 3 do local n
end
_,e,n = string.find(line, "([%-%+%d%.]+)[\t ]*", e)
-- fill in the rotation sequence in rotation_seq with -- the right angles, turn it into a quaternion for l = 1,table.getn(levels_temp_info) do
local rs = levels_temp_info[l].rotation_seq for c = 2, table.getn(rs), 2 do
end return bvhtable
end
end
local n _,e,n = string.find(line, "([%-%+%d%.]+)[\t ]*", e) -- capture number rs[c] = math.rad(tonumber(n)) -- insert right number into rotation sequence
-- constructs quad from rotation sequence
levels_temp_info[l].level.rotation[fr] = quat(unpack(rs)) readline()
end
a BVH example------------------------
HIERARCHY
ROOT hip
{
OFFSET 0.000000 0.000000 0.000000
CHANNELS 6 Xposition Yposition Zposition Xrotation Zrotation Yrotation
JOINT abdomen
{
OFFSET 0.000000 3.402643 0.000000
CHANNELS 3 Xrotation Zrotation Yrotation
JOINT chest
{
OFFSET 0.000000 8.438565 -0.680529
CHANNELS 3 Xrotation Zrotation Yrotation
JOINT neck
{
OFFSET 0.000000 10.207942 -0.272212
CHANNELS 3 Xrotation Zrotation Yrotation
JOINT head
{
OFFSET 0.000000 3.130431 0.000000
CHANNELS 3 Xrotation Zrotation Yrotation
End Site
{
OFFSET 0.000000 3.130435 0.000000
}
}
}
JOINT lCollar
{
OFFSET 3.470700 6.669187 -0.816635
CHANNELS 3 Yrotation Zrotation Xrotation
JOINT lShldr
{
OFFSET 3.198488 0.000000 0.000000
CHANNELS 3 Zrotation Yrotation Xrotation
JOINT lForeArm
{
OFFSET 10.139888 0.000000 0.000000
CHANNELS 3 Yrotation Zrotation Xrotation
JOINT lHand
{
OFFSET 8.370511 0.000000 0.000000
CHANNELS 3 Zrotation Yrotation Xrotation
End Site
{
OFFSET 4.083176 0.000000 0.000000
}
}
}
}
}
JOINT rCollar
{
OFFSET -3.470700 6.669187 -0.816635
CHANNELS 3 Yrotation Zrotation Xrotation
JOINT rShldr
{
OFFSET -3.198488 0.000000 0.000000
CHANNELS 3 Zrotation Yrotation Xrotation
JOINT rForeArm
{
OFFSET -10.139888 0.000000 0.000000
CHANNELS 3 Yrotation Zrotation Xrotation
JOINT rHand
{
OFFSET -8.370511 0.000000 0.000000
CHANNELS 3 Zrotation Yrotation Xrotation
End Site
{
OFFSET -4.083176 0.000000 0.000000
}
}
}
}
}
}
}
JOINT lThigh
{
OFFSET 5.308129 -1.633274 1.361059
CHANNELS 3 Xrotation Zrotation Yrotation
JOINT lShin
{
OFFSET -2.041588 -20.007561 0.000000
CHANNELS 3 Xrotation Zrotation Yrotation
JOINT lFoot
{
OFFSET 0.000000 -19.190928 -1.224953
CHANNELS 3 Xrotation Yrotation Zrotation
End Site
{
OFFSET 0.000000 -2.449906 4.627600
}
}
}
}
JOINT rThigh
{
OFFSET -5.308129 -1.633274 1.361059
CHANNELS 3 Xrotation Zrotation Yrotation
JOINT rShin
{
OFFSET 2.041588 -20.007561 0.000000
CHANNELS 3 Xrotation Zrotation Yrotation
JOINT rFoot
{
OFFSET 0.000000 -19.190928 -1.224953
CHANNELS 3 Xrotation Yrotation Zrotation
End Site
{
OFFSET 0.000000 -2.449906 4.627600
}
}
}
}
}
MOTION
Frames: 3
Frame Time: 0.033333
0.334508 49.638664 0.334508 0.000000 0.000000 0.000000 38.066406 -0.007741 -0.006054 -23.085936 -0.009696 0.000434 30.252640 10.959431 -20.480103 10.524219 0.508720 -0.030344 -26.006567 -12.095985 -14.674844 -69.630486 -2.351615 4.234642 -48.221165 -2.682419 1.985076 -59.212875 -62.296707 83.528305 -26.749914 11.561311 -14.691852 55.618294 -19.902231 31.929420 90.271812 3.187478 0.956403 39.090054 47.092247 65.247185 2.376307 2.553305 0.602678 2.310530 -1.853541 -1.517510 -4.662024 0.846682 -0.614829 2.206921 -3.085746 -0.644749 2.650610 1.831281 1.545582 -4.841407 -0.873909 1.111763
0.334508 49.638664 0.334508 0.000000 0.000000 0.000000 38.066406 -0.007741 -0.006054 -22.246092 -0.009701 0.000292 34.186817 10.756927 -18.382940 10.524219 0.508720 -0.030344 -23.362236 -12.731888 -10.985835 -69.819717 -18.002703 5.484021 -48.221165 -2.682419 1.985076 -59.212875 -62.296707 83.528305 -25.608553 10.831628 -11.038041 64.898254 -5.748130 27.512720 84.760063 3.170111 1.120247 39.090054 47.092247 65.247185 2.376307 2.553305 0.602678 2.310530 -1.853541 -1.517510 -4.662024 0.846682 -0.614829 2.206921 -3.085746 -0.644749 2.650610 1.831281 1.545582 -4.841407 -0.873909 1.111763
0.334508 49.638664 0.334508 0.000000 0.000000 0.000000 38.066406 -0.007741 -0.006054 -22.246092 -0.009701 0.000292 37.417660 9.695412 -15.840567 10.524219 0.508720 -0.030344 -20.065645 -13.200043 -8.106980 -66.682304 -8.166236 6.721763 -48.221165 -2.682419 1.985076 -59.212875 -62.296707 83.528305 -23.474226 10.225674 -8.213222 75.448418 13.496569 25.332378 71.978508 3.057956 1.458179 39.090054 47.092247 65.247185 2.376307 2.553305 0.602678 2.310530 -1.853541 -1.517510 -4.662024 0.846682 -0.614829 2.206921 -3.085746 -0.644749 2.650610 1.831281 1.545582 -4.841407 -0.873909 1.111763
The big issue is how would i assign this data in an .OBJ file from the table?
Sorry but your question seems to how do I apply an 3d animation file to a 3d model file.
The answer is you don't, they are both just file formats and you are probably asking the wrong question.
.obj does not support animation, so you can't put the animation data into the .obj file.
Now if you were using Lua as the scripting language for a 3D engine you could load the .bvh and then apply those movements to the .obj model loaded in the 3D engine, but then that's a question more about your 3D engine than about Lua.
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