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PostPosted: Fri Jun 08, 2007 6:21 pm 
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In your case maybe you could use 8 or 16 spheres per wheel to get the same effect positioned around the axis of the wheel.

I have thinked about that, but the car doesn't bump ? :)


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PostPosted: Fri Jun 08, 2007 7:01 pm 
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hmm, maybe...
Then duplicate the number of spheres :P
No really, i'm not sure about how to focus that problem. Maybe it could be possible to add a new type of collision shape, a circle. Not sure.


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PostPosted: Fri Jun 08, 2007 10:13 pm 
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Rollcages works well with spheres, from what I've tested (KingHill car is quiet near that, for example). No ?


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PostPosted: Sun Jun 17, 2007 12:03 pm 
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Hello,

Right, I have re-install the old (but good...) Rollcage 2 and it's different of my mind ^^...
I see the wheels more height than width... but in the game it's same... so a sphere can make the job I think :)

I never see KingHill before :oops: . It's good, but I want the opposite gameplay ^^ (very reactive car, like with an electric engine and very "adhesive" wheel).


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PostPosted: Wed Jul 25, 2007 9:03 pm 
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Our animation plans could be in danger. Today the guys of the blenderpython channel have confirmed me that no one is making the Bvh exporter for raydium!!
And that's bad cause our system is based on that animation format

Someone that knows Blender api wants to do the exporter?


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PostPosted: Wed Aug 08, 2007 9:13 pm 
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Bad news. My own experience with Blender Python scripts is quiet painfull, so it seems to me almost impossible to write and maitain our own exporter for a subject as complex as animations.

Let's sum up all this:
- Blender can read BVH (it may be a good idea to test this, I think)
- Thanks to your work, we are able to read BVH
- Blender can't actually wrote BVH

Quiet tricky ...

Is Blender able to export reliably to another (text, if possible) format ? So we can then imagine a script to export this format to BVH.


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PostPosted: Sun Oct 21, 2007 12:41 am 
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I didn't read your answer, sorry.

I have found this bvh exporter but is a bit special.
I only have found one blend file that worked.

As long as I know the armature has to be just one root. And it has to have selected before run the script.

Could a few volunteers to test this script and even if possible tweak it a bit to make it more flexible? :) Thanks

Code:
#!BPY

"""
Name: 'IK Capture (.bvh)...'
Blender: 237
Group: 'Export'
Tip: 'Export a (.bvh) IK capture file'
"""

__author__ = "Jean-Baptiste PERIN"
__url__ = ("blender", "elysiun")
__version__ = "0.4 05/12/01"
__email__= ["M. PERIN Jean-Baptiste, jb_perin@yahoo.fr", "scripts"]
__bpydoc__ = """\
This script exports Empty animation to bvh file format.

Supported: Poser 3.01<br>

Missing:<br>

Known issues:<br>

Notes:<br>

"""

#----------------------------------------------
# (c) Jean-Baptiste PERIN  december 2005, released under Blender Artistic Licence
#----------------------------------------------

import Blender
import math
empty_rest_ori = {}


def getRootBone(armature):
   rootBone = None
   for bone in armature.bones.values():
      if bone.parent == None :
         if rootBone == None:
            rootBone = bone
         else:
            print"Multiple root armature not handled"
   return rootBone

def getBoneCurPos(armature, bone):
   lempty = Blender.Object.Get(bone.name)
   return (lempty.getLocation())

def getBoneCurRot(armature, bone):
   lempty = Blender.Object.Get(bone.name)
   return (lempty.getMatrix('worldspace'))

def getBoneRestPos(armature, bone):
   return (bone.head)

def getBoneRestRot(armature, bone):
   lempty = Blender.Object.Get(bone.name)
   return (bone.matrix)
   
def indentString(i):
    string = ""
    for v in range(0,i):
        string += "\t"
    return string

def printBoneHierarchie (armature, bone, level):
   str = "%sJOINT %s\n"%(indentString(level), bone.name)
   str += "%s{\n"%indentString(level)
   str += "%s\tOFFSET %f %f %f\n"%(indentString(level),
                                     getBoneRestPos(armature, bone)['ARMATURESPACE'][0] - getBoneRestPos(armature, bone.parent)['ARMATURESPACE'][0],
                                    getBoneRestPos(armature, bone)['ARMATURESPACE'][1]- getBoneRestPos(armature, bone.parent)['ARMATURESPACE'][1],
                                    getBoneRestPos(armature, bone)['ARMATURESPACE'][2]- getBoneRestPos(armature, bone.parent)['ARMATURESPACE'][2])
   empty_rest_ori [bone.name] = getBoneRestRot(armature, bone)['ARMATURESPACE']
   print empty_rest_ori [bone.name]
   str += "%s\tCHANNELS 3 Zrotation Xrotation Yrotation\n"%indentString(level)
   if bone.children != None:
            for b in bone.children:
                if bone.name == b.parent.name:
                    str += printBoneHierarchie (armature,b, level+1)
        else:
            str += "%s\tEnd Site\n"%indentString(level)
            str += "%s\t{\n"%indentString(level)
            str += "%s\t\tOFFSET %f %f %f\n"%(indentString(level),
                                           bone.tail['ARMATURESPACE'][0]-bone.head['ARMATURESPACE'][0],
                                           bone.tail['ARMATURESPACE'][1]-bone.head['ARMATURESPACE'][1],
                                           bone.tail['ARMATURESPACE'][2]-bone.head['ARMATURESPACE'][2])
            str += "%s\t}\n"%indentString(level)
           
   str += "%s}\n"%indentString(level)
   return (str)
   
def printArmatureHierarchie(armature):
   rootBone = getRootBone(armature)
   str = "ROOT %s\n{\n"%rootBone.name
   str += "\tOFFSET %f %f %f\n"%(getBoneRestPos(armature, rootBone)['ARMATURESPACE'][0],
                                    getBoneRestPos(armature, rootBone)['ARMATURESPACE'][1],
                                    getBoneRestPos(armature, rootBone)['ARMATURESPACE'][2])
   str += "\tCHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation\n"
   empty_rest_ori [rootBone.name] = getBoneRestRot(armature, rootBone)['ARMATURESPACE']
   for b in rootBone.children:
            if rootBone.name == b.parent.name:
                str += printBoneHierarchie (armature,b,1)
   str += "}\n"
   return (str)
   

def printBoneFrame (armature, bone, level):
    mat1inv = Blender.Mathutils.Matrix(empty_rest_ori [bone.name][0],
                                    empty_rest_ori [bone.name][1],
                                    empty_rest_ori [bone.name][2],
                                    empty_rest_ori [bone.name][3])
    mat1inv.invert()
    mat2 = Blender.Mathutils.Matrix(getBoneCurRot(armature, bone)[0],
                                    getBoneCurRot(armature, bone)[1],
                                    getBoneCurRot(armature, bone)[2],
                                    getBoneCurRot(armature, bone)[3])
    mat3=mat1inv*mat2
    eul = mat3.rotationPart().toEuler()
   
    str = "%f %f %f "%(
        eul[2],
        eul[0],
        eul[1])
    if bone.children != None:
        for b in bone.children:
            if bone.name == b.parent.name:
                str += printBoneFrame (printBoneFrame,b, level+1)
    return (str)


def printArmatureFrame (armature):
    rootBone = getRootBone(armature)
    str = "%f %f %f %f %f %f "%(
        getBoneCurPos(armature, getRootBone(armature))[0],
        getBoneCurPos(armature, getRootBone(armature))[1],
        getBoneCurPos(armature, getRootBone(armature))[2],
        getBoneCurRot(armature, getRootBone(armature)).rotationPart().toEuler()[2],
        getBoneCurRot(armature, getRootBone(armature)).rotationPart().toEuler()[0],
        getBoneCurRot(armature, getRootBone(armature)).rotationPart().toEuler()[1]
       )   
    for b in rootBone.children:
        if rootBone.name == b.parent.name:
            str += printBoneFrame (armature,b,1)
    str += "\n"
    return (str)
      
def exportBVH(filename):
    global armaturename
    print "Exporting armature %s to file %s "%( armaturename, filename)
    startFrame = Blender.Get('staframe')
    endFrame = Blender.Get('endframe')

    outputfile = file(filename,'w')

    outputfile.write("HIERARCHY\n")

    armData = Blender.Object.Get(armaturename).getData()

    str_res = printArmatureHierarchie (armData)
    outputfile.write(str_res)
    outputfile.write("MOTION\n")
    outputfile.write("Frames: %d\n"%(endFrame-startFrame))
    outputfile.write("Frame Time: %f\n"%(1.0/Blender.Scene.getCurrent().getRenderingContext().framesPerSec()))

    ctx = Blender.Scene.getCurrent().getRenderingContext()
    Blender.Set('curframe', startFrame)
    while Blender.Get('curframe') < endFrame:
        print "frame : %d"%(Blender.Get('curframe'))
        str_res = printArmatureFrame(armData)
        outputfile.write(str_res)
        Blender.Set('curframe',Blender.Get('curframe')+1)

    outputfile.close()

    Blender.Set('curframe', startFrame)

    Blender.Redraw()

print "**** START ****"

bfilename = Blender.Get('filename')
armaturename = ""
nfilename = bfilename.replace('.blend', '.bvh')
print nfilename
obj_sel = Blender.Object.GetSelected()
if (obj_sel != None) and (len (obj_sel) == 1) and (type(obj_sel[0].getData()) == Blender.Types.ArmatureType):
    print obj_sel[0].getName()
    print type(obj_sel[0].getData())
    armaturename = obj_sel[0].getName()
    Blender.Window.FileSelector(exportBVH, 'Export BVH',nfilename)
else:
     error_txt = "Error%t|Select one and only one armature before running this script"
     Blender.Draw.PupMenu(error_txt)
     print error_txt

print "**** END ****"


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PostPosted: Thu Oct 25, 2007 7:56 pm 
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Joined: Sun Mar 16, 2003 2:53 am
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Location: gnniiiii (Scrat)
Do you have a direct link where we can download this file ? Python and copy-paste are not always best friends :)


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PostPosted: Fri Oct 26, 2007 5:47 pm 
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Joined: Thu Sep 29, 2005 2:59 pm
Posts: 828
You're right.
You should find it here: http://vicentecarro.dyndns.org/raydium/IKBaker.py
:wink:


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