×1126
这是否可能,因为.BVH文件是文本驱动的.OBJ文件也是tet驱动的,我一直在研究这段代码,但我似乎错过了一些东西。
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_joint_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
BVH示例------------------------
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
最大的问题是我如何在表中的.OBJ文件中分配这些数据?
答案 0 :(得分:0)
很抱歉,但您的问题似乎是如何将3d动画文件应用于3d模型文件。
答案是你没有,它们都只是文件格式,你可能会问错误的问题。
答案 1 :(得分:0)
.obj不支持动画,因此您无法将动画数据放入.obj文件中。
现在,如果您使用Lua作为3D引擎的脚本语言,您可以加载.bvh,然后将这些移动应用到3D引擎中加载的.obj模型,但这是一个关于3D引擎的问题。关于Lua。