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Working on SkeletonAnimation - JSONFormat

See original GitHub issue

Hey guys, I’m working on SkeletonAnimation, but I don’t understand how the bones will stored in JSONFormat.

{
  parent: BXindex,  // -1 for root bone
  pos: [x,y,z],
  rotq: [x,y,z,w], // quaternion
  scl: [x,y,z]
}

To understand it, I started to present the bones as THREE.Lines.

http://www.fiesta-library.bplaced.net/test/webgl_animation_skinning.html

But something is wrong with that.

In the JSONFormat is only one position for each bone. In Blender bones have two positions - tail and head. So how works the Three.js Bones?

Issue Analytics

  • State:closed
  • Created 11 years ago
  • Comments:62 (33 by maintainers)

github_iconTop GitHub Comments

1reaction
alteredqcommented, Jul 21, 2012

@alteredq If you like, I can ask Zoink if they have some model+animation that you can use.

That would be awesome 😉 They know how to create proper models for real-time (in addition to making them pretty).

I’m went through many random models available from the web and while some of them look great, most of them are in terrible shape and do not survive conversions :S.

They’re using Max, but I guess there’s some export-format that can be imported into Blender.

Not much experience with this but there is always Collada. That’s how I made these morphs (small ones are Collada => Blender => JSON, big one is directly Collada):

http://mrdoob.github.com/three.js/examples/webgl_loader_json_blender.html

0reactions
yazancashcommented, Apr 25, 2017

in JSON format, is there anyway to store transform/quaternion data in 4x4 matrix ? example

"bones":[
	{
	"parent":0,
	"name":"mixamorig_Hips",
	"matrix4x4":[1.000000, -0.000142, -0.000005, 0.000000, 0.000142, 1.000000, -0.000002, 0.000000, 0.000005, 0.000002, 1.000000, 0.000000,0.000057, 6.098754, 0.036233, 1.000000]
	}

is this possible somehow?

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