-
Notifications
You must be signed in to change notification settings - Fork 40
Avartron
Tiri Kananuruk
Continued working on Lisa Jamhoury’s work
The goal is to get fuse/mixamo avatars working in three.js with Kinectron skeleton rigging
1/29/18
I followed Bruno Imbrizi for importing an animation from mixamo.com and use it with Three.js. Using Autodesk MotionBuilder I can export it to BVH. It seems to work well
https://github.com/brunoimbrizi/tutorial-threejs-mixamo
I still have the same problem of uploading FBX file to three.js. I downloaded FBXloader example from three.js I tried to open a FBX model from Mixamo, I got an error
: External library inflated.min.js required
So I went to this link
https://github.com/imaya/zlib.js/
Downloaded and try it.
I see something but still not correct rigging and it's because of the same problem of type of files. From Lisa's research the model from Mixamo is a binary file and the example from Three.js is using Ascii file. So I used Blender to convert the file to Ascii
Then I still get an error said
: Fbx version not supported file versions 6100
So I checked the example it says versions 7.3, So you have to download Autodesk MotionBuilder and convert from binary to ASCII fixing the skeleton rigging. I downloaded the fix model from the example and try it. This program gave you 7.4 version of FBX file so I still got an error says
: Cannot read property split or undefined
Means the FBX loader is good but it doesn't work for all FBX files
So the best solution so far is using the Blender to export FBX file from Mixamo to
motion capture BVH
Then you have to start a new file and import the BVH file that you just created then you can see the animation.
Now you need to import obj mesh file and match with the BVH file
Useful link for fixing animation part
Another problem that I found is the skeleton is not correct position and it's always go back to the first frame position. So you have to readjust it and also you have to delete the times from the json file
I followed Bruno Imbrizi's tutorial and downloaded the final model from him and try it. Now it works
Link to code
https://github.com/Tiriree/Avartron
Next step:
research how to upload FBX file using a-frame
rigging kinect skeleton joint to three.js
Useful links
- https://forums.adobe.com/thread/2374710
- https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
- https://research.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html
6/5/2018
The first problem was solved. We were able to run Mixamo fbx file into three.js. The new version of FBX loader works for binary FBX file.
The kinect skeleton still doesn't match with mixamo FBX file. I asked Sebastian and he explained me the way to make it works is I have to understand how things are array in FBX. I couldn't read it from atom.
He imported the Mixamo model in blender
the arrangement of the skeleton is weird. I don't know if this will cause the problem on future.
Then we export the model to Ascii FBX file and open it again in three.js. Now it's giving me error. But we can read the file in atom. I still don't really understand how FBX arrangement.
So I tried another file, from Lisa's note. I tried .dae file instead. Using three.js collada loader