As you pointed out, the asf/amc file formats include bone axes get removed when you create a simulated character. However, the data should convert smoothly. Is your asf/amc file format much different from the 02.asf and 02_01.amc in the $DANCE_DIR/data/motions directory?
If you send me your data files (shapiroari@...), I can take a look to see what's going wrong.
Regards,
Ari Shapiro
From: Joel Horne <joel@...>
To: dancedev@yahoogroups.com
Sent: Tuesday, June 9, 2009 3:42:16 AM
Subject: [dancedev] Re: Automatic geometry problem
Hi Ari,
I appreciate that it is difficult for you to provide full support.
I'm continuing to try to automatically create a properly setup character based on an ASF file, and the further I go the further it seems like big changes will be needed. When an ASF/ACM is read in as a motion, then that char converted to a simulated character, most of the joint information is lost. Even once I got the limits to read from the ASF, it seems all of the axes information was lost from the joints (ASF files specifies the axis for each joint, which I think is often redundant when you have the direction and length, but when it comes to, say, which way the elbow bends then this is important). Also if the character isn't zeroed with the legs pointing straight down, none of the 3 knee joint rotations rotate a knee as it should (i.e. it is rotating on global axis, not the axes of the joint).
I just want to check that I am not doing something massively against your method. Have you never used ASF files to create a simulated character that responds exactly as the motion characters would?
Thanks
Joel
--- In dancedev@yahoogroup s.com, "shapiroari" <shapiroari@ ...> wrote:
>
> Hi Joel,
>
> Thanks for the code fixes.
>
> These days I work full time for a visual effects company (Rhythm & Hues) and can only work on DANCE outside of work when I have time (plus, I just had a new baby girl born last month, which is also taking up a lot of my time),
>
> I am finding some time to incorporate all the code fixes that my users are reporting into the code base, and am trying to release a new version on a fairly regular basis. However, this is a far cry from being 'actively' supported and developed.
>
> If there is a commercial or noncommerical entity that would like to partner to improve the product (or to license the code), I would be happy to discuss that (You can email me directly if you are interested: shapiroari@. ..). Right now, the license on the software is for non-commerical use.
>
> Regards,
>
> Ari Shapiro
>
>
>
> --- In dancedev@yahoogroup s.com, "Joel Horne" <joel@> wrote:
> >
> > Hi Ari,
> >
> > I am currently evaluating DANCE to see if I can use it for my research project, so I'm looking for more permanent solutions. It certainly has a lot of features, but seems to have quite a few holes and bugs. Are you still intending to support it or are you doing something else?
> >
> > For example, the cube orientation problem was something to do with the strange way the cubes were being created. You had them being scaled in varying directions using a 'whichdim' method. A simple change that just created the right length cube scaled to bone length in the z dir then rotating it to the joint orientation seems to work OK.
> > The capsules were also at the wrong rotation, as a result of this around line 400:
> > q.rotateAxis( capsuleAxis, boneAxis);
> > which I think should be
> > q.rotateAxis( boneAxis, capsuleAxis) ;
> > as this actually works.
> >
> > In the same class, I don't know if this is intentional but you have:
> > double curVolume = lengthX * lengthY + lengthZ;
> > which should surely be
> > double curVolume = lengthX * lengthY * lengthZ;
> > ??
> >
> > So what is the status of support on this program? fixing it up as I go along takes time, but it's probably faster than trying to write my own, and despite my complaints there is a lot of good code in there too :)
> >
> > Joel
> >
> > --- In dancedev@yahoogroup s.com, "shapiroari" <shapiroari@ > wrote:
> > >
> > > For the problem with cube orientation, you can try selecting the particular piece of geometry (which is named the same as the bone) and then use 'Rotate X/Y/Z' in order to orient the cubes to better align with the bones.
> > >
> > > Regarding the large hands/writst, I'll have to look at the code to see why. The code is in:
> > > $DANCE_DIR/systems/ ArticulatedObjec t/AutomaticSetti ngsWindow. cpp
> > >
> > > Again, the temporary solution is to find the offending geometry object and scale it down.
> > >
> > > Ari
> > >
> > >
> > > --- In dancedev@yahoogroup s.com, "Joel Horne" <joel@> wrote:
> > > >
> > > > Hello,
> > > >
> > > > I am interested in using dance to create controllers that track MoCap data. To do this, I want to generate geometry for the character based on the MoCap data. However, when I tried to do this with several different sets of asf/amc MoCap data, the geometry for the legs is attached at completely the wrong angle is cubes or spheres are used. The links look right and capsules come out OK but cubes and spheres fail on several different examples of motion data. Also when capsules are used, the hands are huge and I'm not sure why.
> > > >
> > > > Any ideas?
> > > >
> > > > Thanks,
> > > > Joel
> > > >
> > >
> >
>