2011年3月29日火曜日
Python VSQ Reader Sample
LipSync用に作ったVSQ Readerに入力結果のprintを追加したもの、最下部で入力ファイルを打ち込む必要あり。
ピッチレコード以外、イベントまでは全て読み込み。
但し、**1、**2と言ったキーは**[]のコレクションに格納しているので、元データとのキー名の整合性の保証は無し。
S-JIS変換しておらず単にprintしているだけなので、日本語は文字化けする。
これ以上進めるつもりも無いので、煮るなり焼くなりどうぞ。
2011年3月27日日曜日
Blender Add-on : BlendPose (3)
Interim Publishing
Rest Problems
(1)Key bones can not be constraints' target as locat target space.
(2)I wonder that I used an irreguler way.
(3)I don't understand GameEngine,and have not tested yet.
(4)Hinge : I had forgotten...
Rest Problems
(1)Key bones can not be constraints' target as locat target space.
(2)I wonder that I used an irreguler way.
(3)I don't understand GameEngine,and have not tested yet.
(4)Hinge : I had forgotten...
2011年3月24日木曜日
Blender Add-on : BlendPose (2)
Problems
Animation
One frame delay
Now,it catch the frame change event by region callback on INFO-Header,3D View-Window,and its Property Panel(UI).
Those can do by only POST_PIXEL,so it can do after starting to draw the frame view.
Property panel is for operation.
3D View is for instance animation.
INFO is for render,so it catch by rendering progresbar drawing.
Using Modal Handler
・Simple Animation ○(Timer Event)
・GL Animation ×
・Render ×
・GameEngine ?
→ It add or override armature object driver when a user operate UI.
Constraint
Yet
(1)Apply visual pose to bone transform properties.
It is to make new pose to pose library or to make the action strip with bone transform keys,not volume keys.
(2)Check to blend with NLA Editor.
(3)Game Engine
(4)Rotation Axis Angle
(5)Hinge
Inherit RotationExcluded
Inherit ScaleExcluded
Local Location
Animation
→ It add or override armature object driver when a user operate UI.
Constraint
The target is this pose bone and its target space LOCAL : ×
It is like as the constraints on last place.
Those can select other bones to its constraints' target,but in the opposite case,it may not work.
Specifically,CopyLocation,CopyRotation,CopyScale,Transform,etc...those are to change transform properties.
StretchTo,TrackTo,IK,etc...are right.
It is like as the constraints on last place.
Those can select other bones to its constraints' target,but in the opposite case,it may not work.
Specifically,CopyLocation,CopyRotation,CopyScale,Transform,etc...those are to change transform properties.
StretchTo,TrackTo,IK,etc...are right.
Yet
(3)Game Engine
2011年3月22日火曜日
Blender Add-on : BlendPose (1)
The python sctipt as to blend pose of Armature like as Shapekey.
(1)For any Armature
Not only for facial rig like as AutoFacialRig Add-on.
(2)Keys from Pose Library
Pick only keyframe_points in the frame,not influenced other frame keys.
(3)Blending REPLACE and ADD
REPLACE override bone transformations with all bones having Pose Library's keys,ADD add bone transformations on current pose from Pose Library.
(4)Transform only selected bones(Only in POSE mode)
As same as that you can animate just selected bones with L-key + Mouse wheel.
But you need to make key from bone transformations,not from blending volume.
Problems
(1)How to catch frame change event?
Now this program run the callback procedure from 3D View redraw and INFO header redraw.
The reason catching from INFO is that 3D View redraw event can not be catched while rendering,so from INFO header's progress bar.
(2)Can not make pose volume key and bone transformation key at each bone
It looks to be possible by using PoseBone.bone.matrix and .head.
But it is possible by matrix and impossible matrix_local when the bone has parent,possible by matrix_local and impossible by matrix when not have parent.
What reason is this!?
(3)Need threading?
(1)For any Armature
Not only for facial rig like as AutoFacialRig Add-on.
(2)Keys from Pose Library
Pick only keyframe_points in the frame,not influenced other frame keys.
(3)Blending REPLACE and ADD
REPLACE override bone transformations with all bones having Pose Library's keys,ADD add bone transformations on current pose from Pose Library.
(4)Transform only selected bones(Only in POSE mode)
As same as that you can animate just selected bones with L-key + Mouse wheel.
But you need to make key from bone transformations,not from blending volume.
Problems
(1)How to catch frame change event?
Now this program run the callback procedure from 3D View redraw and INFO header redraw.
The reason catching from INFO is that 3D View redraw event can not be catched while rendering,so from INFO header's progress bar.
(2)Can not make pose volume key and bone transformation key at each bone
It looks to be possible by using PoseBone.bone.matrix and .head.
But it is possible by matrix and impossible matrix_local when the bone has parent,possible by matrix_local and impossible by matrix when not have parent.
What reason is this!?
(3)Need threading?
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