adam Posted February 27, 2016 Share Posted February 27, 2016 I created a SkeletonViewer class that can be used for debugging skeletal animations. I tried to demo it on the PG here: http://www.babylonjs-playground.com/#1BZJVJ#0 but the Dude model doesn't have bone lengths so the skeleton isn't being drawn. Was the Dude model created in Blender? If so, is there someone who can export it with the latest Blender exporter? If I knew where the blend file was, I would export it myself. I find it very useful when creating procedural animations. I'm hoping others will too. http://www.babylonjs-playground.com/#1BZJVJ#7 gryff, Wingnut and JCPalmer 3 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 27, 2016 Share Posted February 27, 2016 Unfortunately it comes from FBX Quote Link to comment Share on other sites More sharing options...
adam Posted February 27, 2016 Author Share Posted February 27, 2016 I got it working. http://www.babylonjs-playground.com/#1BZJVJ#7 It just doesn't draw the last bone if the bones don't have a length property. jerome, satguru and JackFalcon 3 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted February 27, 2016 Share Posted February 27, 2016 You could import the .FBX into Blender. There are 2 versions of FBX. Blender may only work with 1, but there is a PC or Mac program to switch to the other. The url is on a post somewhere, but I annot find it. Once that works, exporting it from Blender will write values for Bone lengths. I am not volunteering to do this leg work, just pointing out a plausible work path. Capturing bone lengths in some of the other .babylon file creators might also be a good idea too. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
gryff Posted February 27, 2016 Share Posted February 27, 2016 Is this what you mean Jeff : Autodesk FBX Converter You can change the FBX format between binary and ascii. Never got the .dae export to work though . cheers, gryff Quote Link to comment Share on other sites More sharing options...
gryff Posted February 27, 2016 Share Posted February 27, 2016 Not sure where you are going with your skeleton viewer adam, but it reminds me of IKinema's WebAnimate browser based tool for transferring/retargeting animations from a .bvh file to an FBX file cheers, gryff Quote Link to comment Share on other sites More sharing options...
adam Posted February 27, 2016 Author Share Posted February 27, 2016 I animate my characters through code - not in Blender. So being able to see the skeleton is very helpful. I just thought I would give something back to the community since I've gotten a lot of help here. JackFalcon and gryff 2 Quote Link to comment Share on other sites More sharing options...
Temechon Posted February 27, 2016 Share Posted February 27, 2016 Hey adam, You gave a lot to the whole community since you joined us About your class, it's definitely something I will use to debug my futures games... And if you have some times, you could even create an official extension ! (https://github.com/BabylonJS/Extensions) Playground bookmarked. adam, GameMonetize and Dad72 3 Quote Link to comment Share on other sites More sharing options...
satguru Posted March 2, 2016 Share Posted March 2, 2016 Something like this might be worth having in the the scene debug layer. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 2, 2016 Share Posted March 2, 2016 I agree with Temechon, this should be an official extension at least! (And I'm not opposed to even have it in the core actually) Dad72 1 Quote Link to comment Share on other sites More sharing options...
Temechon Posted March 2, 2016 Share Posted March 2, 2016 Maybe somewhere in the Debug Layer ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 2, 2016 Share Posted March 2, 2016 Yep...I think the class should be in the framework and the debugLayer could use it Dad72 1 Quote Link to comment Share on other sites More sharing options...
adam Posted March 3, 2016 Author Share Posted March 3, 2016 I'll take a stab at getting it working on the debugLayer over the next week or two. Thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 3, 2016 Share Posted March 3, 2016 I can take care of this if you want. the idea is to have debugLayer to use it but still be able to use it outside of the debug layer. I suggest adding you class in the /debug folder and make it part of BABYLON.Debug module I can do it if you want Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 3, 2016 Share Posted March 3, 2016 3 hours ago, Deltakosh said: Yep...I think the class should be in the framework and the debugLayer could use it Cool, I love that idea. Quote Link to comment Share on other sites More sharing options...
adam Posted March 3, 2016 Author Share Posted March 3, 2016 54 minutes ago, Deltakosh said: I can do it if you want Go right ahead. Thanks! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 3, 2016 Share Posted March 3, 2016 It's in the box:http://www.babylonjs-playground.com/#1BZJVJ#8 adam 1 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 3, 2016 Share Posted March 3, 2016 This is normal when off in debugLayer skeleton, it is no longer in the mesh but still visible and continues animation? Quote Link to comment Share on other sites More sharing options...
adam Posted March 3, 2016 Author Share Posted March 3, 2016 4 minutes ago, Dad72 said: This is normal when off in debugLayer skeleton, it is no longer in the mesh but still visible and continues animation? I'm assuming you are referring to the red skeleton. You can comment out that SkeletonViewer which is created when the model loads and just use the debug layer. http://www.babylonjs-playground.com/#1BZJVJ#9 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted March 3, 2016 Share Posted March 3, 2016 Ah, yes, okay. I thought that when we ticked skeleton in debugLayer we could see the skeleton and hide by unchecking. arf,I can more 'like this', I use all my cota (I do not know if 'cota' ll be understood. rather 'limit') thank you Adam Quote Link to comment Share on other sites More sharing options...
JackFalcon Posted November 15, 2017 Share Posted November 15, 2017 @adam I splelunked the code and got confused on the last bone is invisible because of missing length piece. Thank you for mentioning that. QUESTION: to get the last bone to show - Would it be possible to add default-length equals same as last rendered bone-line.length? Only for the line, not the actual last-bone. UPDATE: nevermind. This wouldn't work for single bone situation. I wonder why... Quote Link to comment Share on other sites More sharing options...
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