sea 18... 15 bug

31st October 2016 - 02:27:22 PM
yea final setup is good now
another thing i don't realise is how export BVH from 3dsmax
so need to use motionBuilder: export tpose as fbx from motionB, allign and attach to biped in 3DS (keep bvh axis)
and rexport animation to motionbuilder and finaly to bvh
1st November 2016 - 02:56:15 PM
Nice tip Loth! Looking forward to the results :)
7th November 2016 - 07:51:48 PM
7th November 2016 - 07:52:42 PM
I will revising SEA3D to update still this week.
14th November 2016 - 11:05:04 AM
no i juste not use play( name, crossfade, offset, weight )
i use palyw( name, weight )

and in my version animationsData is not define

but i test when you make new version
i'm on final code for avatar 2.0
BVH import work fine

i see some change in last dev version of three
Mr doob update SEA3DLoader
14th November 2016 - 11:12:52 AM
also have compress ammo, can be uncompress by seaLzma
and push to script or to worker (ammo.z = 269ko)

include in avatar 2.0 when complete
i try to make real fps first and 3rd person :)
16th November 2016 - 03:59:29 PM
ok now i can divide BVH into different clips ( walk, run ... )
and i can change each animation rotation according to model
17th November 2016 - 12:11:40 PM
well here my last version of sea3d
compile without warning for both three 83dev and three 82rev

you can load any sea files of old assets (but not physics)

note i add to animator this.animId = [];
so no need this.animations[ name ] = this.animations[ i ] = clips[ i ];
on each animation add animId.push(name);
and on play
var animation = isNaN(name) ? this.animations[ name ] : this.animations[ this.animId[name] ];

i think is the best solution
hope that help
17th November 2016 - 03:23:46 PM
Hi Loth

Many thanks! You can send in?

var animation = isNaN(name) ? this.animations[ name ] : this.animations[ this.animId[name] ];

I think so. I came to this same conclusion in SEA3D Studio 1.8 C:\SEA3DStudio\apps\sea3d.preview\sea3d\SEA3DLoader.js.
SEA3DNodeMaterial.js and some others is more up to date.
17th November 2016 - 05:28:29 PM
ok i make some update :)
animation and morph controls

i have to look your version
17th November 2016 - 06:32:17 PM
yes that work with your version
have 3 error for compile

var THREE, TextDecoder; miss variable is undeclared

in SEA3DLoader line 2464 sea is miss -- function( mat, tech, sea ) {

have some warrnig but many is redeclared variable

in SEA3D.js 3030 while ( this.state() ); maybe is better like __ while ( this.state() ) continue;
in SEA3D.js 3048 throw is miss __ if ( ! buffer ) throw new Error( "No data found." );

i post when i complete modification
but is work :)
18th November 2016 - 01:08:08 PM
ok i add to Player with physics

new SEA3DLegacy.js is not good model is reverse ?
i compile with old

also add 2 examples
test_bvh and test_blending
18th November 2016 - 03:21:13 PM
new SEA3DLegacy.js is not good model is reverse ?

This version reverse the x-axis being the same of three.js (theoretically more correct) the old reverse z-axis. It may be a bug... I will check.

What compiler you are using?

also add 2 examples
test_bvh and test_blending

This BVH Loader is very good :)
18th November 2016 - 04:19:34 PM
yes for BVH if i use new legacy model is totaly revers but not bone ?

for compile i use java compilation all in folder /_compile
juste have to run buils.bat
can be edit (in text application ) for add extension .json
18th November 2016 - 04:24:39 PM
new legacy work for test_blending
just see back model but bones work fine

you can test by changing /_compile/sea.json "src/-SEA3DLegacy.js"
and run build.bat
17th March 2017 - 06:18:45 AM
I am working in a retargeting skeleton like this with base in test_bvh.html and oimo.js/test_bvh.html. With just a single function call is done the retargeting.
As soon I will clean code and post with some examples...