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Library for character animation

Project description

example code 1 (fbx loading).

import os,sys,pdb,math
from libcalab import *

this=RE.createMainWin() # this is necessary before using libcalab


skelFile='../../Mixamo/fbx_withSkin/bigvegas_Walking.fbx' 
skinScale=1

fbx=RE.FBXloader(skelFile, skinScale=skinScale, useTexture=True, simplifyMesh=False)

loader=fbx.loader
motion=fbx.loader.mMotion

print(loader)
lua.out(loader) #  print skeleton using lua (see console).


pdb.set_trace()

example code 2 (bvh loading).

import os, sys, pdb, math, random
from libcalab import *
import numpy as np
import copy

this=RE.createMainWin(sys.argv)

loader1=RE.createMotionLoaderExt('../Resource/motion/woody/wd2_2foot_walk_turn2.bvh')
mMotion=loader1.mMotion

# pose editing using quaternions
lua.out(loader1) #  print skeleton using lua (see console).
ri1=loader1.getRotJointIndexByName('LeftForeArm')
pose1.rotations(ri1).setRotation(m.vector3(0,1,0), math.radians(-90))


# pose editing using euler angles
loader1.setPose(pose2)
dof2=loader1.getPoseDOF()

print(dof2.array)
# The two lines above set and get the quaternions (pose2) in the loader to convert them into Euler angles (dof).
# In other words, pose2 and dof2 represent the same pose but in different representations.
loader1_relbow=loader1.getTreeIndexByName('RightForeArm')
rindex2_start=loader1.dofInfo.startR(loader1_relbow)
rindex2_end=loader1.dofInfo.endR(loader1_relbow)

print(loader1.bone(loader1_relbow).getRotationalChannels())

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