'Implementation of BHV intro basic custom webgl program
I found basic information : https://research.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html https://en.wikipedia.org/wiki/Biovision_Hierarchy
But i need for help to make it possible. Any suggestion if exist for JS webGL.
I have scene object with position, rotation, vertex data. I already make basic raycast implementation [most code intro separated script file] i hope with same with BHV.
HIERARCHY
ROOT Hips
{
OFFSET 0.00 0.00 0.00
CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
JOINT Chest
{
OFFSET 0.00 5.21 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT Neck
{
OFFSET 0.00 18.65 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT Head
{
OFFSET 0.00 5.45 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
End Site
{
OFFSET 0.00 3.87 0.00
}
}
}
JOINT LeftCollar
{
OFFSET 1.12 16.23 1.87
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftUpArm
{
OFFSET 5.54 0.00 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftLowArm
{
OFFSET 0.00 -11.96 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftHand
{
OFFSET 0.00 -9.93 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
End Site
{
OFFSET 0.00 -7.00 0.00
}
}
}
}
}
JOINT RightCollar
{
OFFSET -1.12 16.23 1.87
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightUpArm
{
OFFSET -6.07 0.00 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightLowArm
{
OFFSET 0.00 -11.82 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightHand
{
OFFSET 0.00 -10.65 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
End Site
{
OFFSET 0.00 -7.00 0.00
}
}
}
}
}
}
JOINT LeftUpLeg
{
OFFSET 3.91 0.00 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftLowLeg
{
OFFSET 0.00 -18.34 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftFoot
{
OFFSET 0.00 -17.37 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
End Site
{
OFFSET 0.00 -3.46 0.00
}
}
}
}
JOINT RightUpLeg
{
OFFSET -3.91 0.00 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightLowLeg
{
OFFSET 0.00 -17.63 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightFoot
{
OFFSET 0.00 -17.14 0.00
CHANNELS 3 Zrotation Xrotation Yrotation
End Site
{
OFFSET 0.00 -3.75 0.00
}
}
}
}
}
MOTION
Frames: 2
Frame Time: 0.033333
8.03 35.01 88.36 -3.41 14.78 -164.35 13.09 40.30 -24.60 7.88 43.80 0.00 -3.61 -41.45 5.82 10.08 0.00 10.21 97.95 -23.53 -2.14 -101.86 -80.77 -98.91 0.69 0.03 0.00 -14.04 0.00 -10.50 -85.52 -13.72 -102.93 61.91 -61.18 65.18 -1.57 0.69 0.02 15.00 22.78 -5.92 14.93 49.99 6.60 0.00 -1.14 0.00 -16.58 -10.51 -3.11 15.38 52.66 -21.80 0.00 -23.95 0.00
7.81 35.10 86.47 -3.78 12.94 -166.97 12.64 42.57 -22.34 7.67 43.61 0.00 -4.23 -41.41 4.89 19.10 0.00 4.16 93.12 -9.69 -9.43 132.67 -81.86 136.80 0.70 0.37 0.00 -8.62 0.00 -21.82 -87.31 -27.57 -100.09 56.17 -61.56 58.72 -1.63 0.95 0.03 13.16 15.44 -3.56 7.97 59.29 4.97 0.00 1.64 0.00 -17.18 -10.02 -3.08 13.56 53.38 -18.07 0.00 -25.93 0.00
First at all who to understand [handle] numbers at the end of file?
Also why only hips have chanels with Xposition Yposition Zposition?
CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
I guest this is skeleton.
For hips (root) , Chest , Neck and Head we have only y scale others are zero.
Maybe i need even simpliest example with one JOINT and still not sure for binding numers. Must be some kind of multiply or addition with vertex data on scale level. But how to know influence amplitude for different for example XLocation.
My feature need to be implemented only for 3d object loaded entity. I already have 3d object loader. This is the place for implementation. Take a look at : source of 3d obj loader
Used 3d software: Next i will try to use Blender and MakeHuman to generate 3d object data also bhv.
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
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