aFalcon

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aFalcon last won the day on September 30

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  1. Animation Methodology Review

    @Wingnut cool! Neat how the easing spins the cones differently... thanks!
  2. Animation Methodology Review

    ~ ANIMATION METHODOLOGY > Blender Bones > Robot Arm (glTF && .babylon): ERROR: scene.beginAnimation(skeleton, 0, 120, true, 1); - does nothing... SOLUTION: GLTF animations not imported. QUESTION: GLTF animations not supported for assetsManager.addMeshTask? - ...I think I remember reading that. - TEST1: .babylon (ver 5.4.2) export -> it WORKS! -1) BUG: that means something is wrong with animations for assetsManager.addMeshTasks on glTF import, not importing, or Blender is not exporting(?). -2) .babylon export... that example had jank, on review this did not appear to be related to development. TIP: reduce bones. reduce key frame attributes (or more keyframe attributes), reduce simultaneous movements. Small movements. TEST2: .babylon export through Append: RESULTS: the background is different.... TEST3: Does animation export of GTLF work through Append()? It does... so that tells us something interesting. TIP: It seems like , if you want animation and glTF then you should use Append loading method. It appears that the AssetManger() methodology, may not be supported for glTF Animations at the moment. (but I could be wrong).
  3. Animation Methodology Review

    Thank you @Spankied, good advice - I see you are correct. MAKE IT EASY TO HELP: 1. Using screentogif... post animations here. 2. Tell what is NOT easy - so that it becomes easier. 3. To post a gif there is a HACK: First, create response, then add the gif in edit mode.
  4. Animation Methodology Review

    ANIMATION METHODOLOGY -> ARM, bones, blender keyframes: 1) MODELING (using mesh extrude, and bone automatic weights, then timeline keying on RotLoc. 2) IMPORT glTF successful (had to clear out a bunch of bad animation frames). 3) SKELETON is available in task parameters SUCCESS. ...
  5. Animation Methodology Review

    @Wingnut yes, added to list at the top of this thread. : ) Great suggestion. Thank you. Next up, Robot Arm!!
  6. Animation Methodology Review

    ANIMATION METHODOLOGY -> LOOKAT, HEAD & EYES: #1) after combing the two. First head.lookAt() then eye.lookAt() -> for some reason eyes look high again. QUESTION: any idea why eyes would look high after sequential: head then eye lookAt()'s? - cause it adds the rotation twice? Ah neat. - yep, looks like @aWeirdo explained (something like that) last year... - I'll add this with CONSTRAINTS, unless someone knows off hand... #2) Also -> try reversing the order... - COOL INSIGHT! Its a subtle difference, but it seems running eye.lookAt() before head.lookAt() causes eyes to look faster... (maybe?). Time for Lunch!
  7. Animation Methodology Review

    -> ANIMATION METHODOLOGY ~ LOOKAT, EYES-ONLY: And trickiness ensues immediately... Eyes orbiting around parent center point. COOL-INSIGHT: distorted eye shapes convey emotion. Useful? BLENDERFIX? Yes, always... -> Select Each Eye. Set Origin -> Origin To Center of Mass (volume): -> Export again... and .... not too bad. #1) Strange Iris Flicker? -> artifact of the gif capture tool "screentogif", confirmed to not happen in browser. #2) @Wingnut guessed it! Needs ocular-maximums and minimums. Looked into it... as he described. Wow that's tough! Good to revisit with ANIMATION CONSTRAINTS QUESTION: how to apply contraint on LookAt? UPDATE: (link below possibly relates), looks like atan time! But Idk...
  8. Animation Methodology Review

    @Wingnut ... Yep. "all of the above". Methodology: practicing animation options, from simple to complex. I wish to understand each animation option in-depth... Happy to surface solutions for others, and tricky spots for expert insight. --> On to EYES (still lookat, slightly cooler)!!!
  9. Animation Methodology Review

    -> ANIMATION METHODOLOGY ~ LOOKAT, HEAD: There were some tricky spots. I'll explain... #1) Hey look, the local Axis' are different? Local space... without rotate? On import? Symptoms later... CODE: var head1 = [] var eyes1 = [] //left, right; //Orbiting-TargetSphere var targetsphere = BABYLON.Mesh.CreateSphere("sphere", 2, 1, scene); targetsphere.isVisible = true; targetsphere.position.y = 1; targetsphere.position.x = -15; var angle1 = 0; scene.registerBeforeRender(function() { targetsphere.position.z = 8 * Math.cos(angle1); angle1 += 0.02; displayMeshAxis(targetsphere); if(head1.length) displayMeshAxis(head1[0]); if(head1 && head1[0]){ //sphere look at points up the x-axis. var gazeTgt = targetsphere.position; // gazeTgt.z += 0.02; head1[0].lookAt(gazeTgt); // head1[0].rotationQuaternion.y += 0.025; } }); var assetsManager = new BABYLON.AssetsManager(scene); var meshTask1 = assetsManager.addMeshTask("mesh1", "", "../../3d/", "eyes8.gltf"); meshTask1.onSuccess = function (task) { var meshes = task.loadedMeshes; //.meshes[0]; var skeleton = task.loadedSkeletons[0]; //.skeletons[0]; //init input: filter out camera and lamp, etc. for(var i = 0; i < meshes.length; i++){ if(meshes[i].name === "eye_R"){ eyes1[0] = meshes[i]; } else if(meshes[i].name === "eye_L"){ eyes1[1] = meshes[i]; } else if(meshes[i].name === "head"){ head1[0] = meshes[i]; } } // if(head1.length){displayMeshAxis(head1[0]);} if(head1.length && eyes1.length){ eyes1[0].parent = head1[0]; eyes1[1].parent = head1[0]; //parent head to eyes. } }; assetsManager.load() BLENDERFIX: SYMPTOM: at first -the face looking the wrong way. It would only look from its left ear! SOLUTION: can orient face, exactly backwards in Blender... to get face to lookAt() target. And I don't understand why (yet).... QUESTION: how to align Babylon Axis to Blender Front Position? (numpad 1)[-y?] What is going on there? Setting is LeftHandSystem = true; Happy to keep everything backward facing in Blender (ctrl+1 numpad) but... anyone know why? #2) Tilt Eyes-Down (didn't anticipate) COOL INSIGHT: head.lookAt() is not the same as eye.lookAt()... difficult to guess that in design. OR... the character moves both head and eyes. Interesting... --> Onto ~EYES-ONLY, then ~HEAD & EYES!!!
  10. Animation Methodology Review

    You were correct about the filtering import... it seemed like excluding camera and lamp in gtlf export wasn't taking. (check) Export this layer only, didn't do it either. So filtering out Camera and Lamps on import, a little algorithm for that: Filtering out Camera and Lamps from glTF Import: var meshTask1 = assetsManager.addMeshTask("mesh1", "", "../../3d/", "eyes9.gltf"); meshTask1.onSuccess = function (task) { var meshes = task.loadedMeshes; //.meshes[0]; var skeleton = task.loadedSkeletons[0]; //.skeletons[0]; //init input: filter out camera and lamp, etc. for(var i = 0; i < meshes.length; i++){ if(meshes[i].name === "eye_R"){ eyes1[0] = meshes[i]; } else if(meshes[i].name === "eye_L"){ eyes1[1] = meshes[i]; } else if(meshes[i].name === "head"){ head1[0] = meshes[i]; } } // parent the eyes to the head if(head1.length && eyes1.length){ eyes1[0].parent = head1[0]; eyes1[1].parent = head1[0]; } }; Also... gotta parent the eyes to the head. Interesting data model emerging... And... not going after eye-bones (just yet).
  11. Animation Methodology Review

    @Wingnut - rotating oscillating skybox makes brain happy. ~ wingyworld... is very nice. There are multiple things in there that are helpful... - prototype pattern. - .animation() - keyframes, NICE! - spinning cone (3-states) is helpful... AND, that second link... is EXACTLY how Falconoid spends rest of life! How did you know!?! Lolz.... actually it does have really nice infinite mappings... not sure what that is called. AND "Dynamic Animation", very cool with that...
  12. Animation Methodology Review

    Fantastic! Puts on hazmat suit before deep-diving wingy-links!!! I will return with something from down there! Thank you (dut-dut-daaaaa..........). UPDATE -> MINIMUM-EYES: STEPS: -> add > mesh > icosphere -> add > mesh > uv sphere. s (scale down). place eye: x y z. Modeling: -> select eye, edit mode, plane select mode. ctrl+select drag select top fan-plane, x (delete). ->edge select mode. select open ring of iris, f (fill with n-gon for better render). Materials: Select the whole eye, Materials, Plus sign button, New Material -> diffuse color, white. Apply. Select the colored iris, Materials, Plus sign button, New Material -> diffuse color, green. Apply. Select the n-gon, Materials, Plus sign button, New Material -> diffuse color, black, specular purple. Apply. Duplicate: -> shift+d (duplicate). g, x (move the eye over). Post-Process ( BLENDERFIXES: solutions updated from thread examples below ): -> Name each: head, eye_L, eye_R -> Apply RTS for each head and eyes: Object > Apply > Rotation, Translation, & Scale. -> Rotate head to look backwards so facing ctrl + numpad 1 NOT numpad + 1. -> Set rotation point of each eye: Set Origin > Origin to Center of Mass (volume) Export -> .gltf Wingstrom, all your links have fun-overload potential. Cheers!
  13. Animation Methodology Review

    @Wingnut awesome. Yes, I will make updates....Thank you! Reusable... specifics, yes -> looking for MINIMUMS. Collecting of starting points... for the things above. And the little bits of info that go along with the concept -> like you describe. Thanks! Not a library, just animation methodology. Experimentation and study, and if lucky reusability... First up -> really great EYES!