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AnimatedCharacter(AssetsDB)InstancedSkinningDX11|vvvv

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AnimatedCharacter(AssetsDB)InstancedSkinning
DX11
animation character database
Credits:MatthiasZauner,antokhio,microdee

Shoutbox
~2dago

tekcor:Monome
Compilationwithhighend
VVVVmusicvideo
http://www.symbioticcube.com/monome
compilation/
~2dago

bjoern:
https://www.youtube.com/watch?
v=KTrgRYa2wbI
~2dago

sunep:Can'twait,itfeels
likeChristmasiscoming
soon.
~2dago

about
UPDATE
LatestversionrequirestheDirectX11pack.
ThisisInstancedSkinningindx11withthankstomicrodeefortheshader.
Themoduleisstillkeepingtrackofallyourassetsifyouasignittoafolder.Thisisnicefortheworkflow.
InthisversionIstepawayfromanyattemptstomakeitkinectreadyorprovideariggingoranimation
frameworkwithinvvvv.
Thisisonlyforanimatingmultipleinstanceofonecolladdafile.
TheModulewascreatedbeforevuxpublishedfbxandbettercolladasupportintheassimpnodes,sobasically
itisoutdatedalready.
Howeveritcanbeusefulifyouwanttohaveadefiniteworkfloworifyouwanttoreuseyouroldcollada
meshes,sinceitusestheolddx9colladanode.
ExportingColladafilesinawaysoitworkswiththismodulewashardtofindoutsincemanyexportchainsdo
notwork.
Whatworkes100%is:
ExportfromCinema3dasFBX
Openin3dsMax2010or2011andexportagainas.DAE(OpenCollada)

joreg:relatestalpha:
blogpostwithexplanations
imminent..
~2dago

sunep:whyisthelatest
alpha230MB?
~3dago

skyliner:
https://vvvv1.bandcamp.com/
~3dago

microdee:@joreg:itis
beautiful...
~3dago

joreg:don'tyoutouch
'em
~3dago

u7angel:thepacksfolder
ispackedwithgoodies:)
~3dago

guest:Somethinggoing
oninthenewAlpha...
readmore
followontwitter

TheOpenColladaPlugincanbefoundhere
https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADATools
Thisalwaysworkeddforus.
IhavetopointoutthatinthemeantimetheAssimpNodesprovidebetterfunctionalityandIsawpeopleusing
directlyFBXorusing.DAEfilesexportedfromnativeblenderexporter.Ipointtomicrodeesemeshestoseean
exampleofthis.
NOTEfortheolddx9versionsthatareextreamlyoutdated:Youhavetodownloadthetestmodelsseparately
andextractthefolderMODELSinthecontributionfolder.

download
http://vvvv.org/contribution/animatedcharacter%28assetsdb%29instancedskinningdx11

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InstancedSkinninDX11.zip17.08.15[21:12UTC]by tekcor|125downloads
notes:DX11InstancedSkinning

other/olderrevisions
AnimatedCharacter_0.4_Kinect(OpenNI).zip06.06.13[15:16UTC]by tekcor|794downloads
notes:v0.4fixedwrongjointnameassignement
AssetsDB_test_MODELS.zip05.06.13[16:43UTC]by tekcor|335downloads
notes:PuttheMODELSfolderinsidethePatchfolder

newemka03/06/201317:40
Verynice!Iwilltrywiththekinect.

sonostrano05/06/201311:01
cool!thanks!
InCustomSkeleton(AssetsDB).v4pIhaveStridernodewhichisred.

evvvvil05/06/201314:51
sonostrano:Ihadsameproblem,loadthestridernodefrominsideitsfolderandthenredcolordisappearsand
allworkingwell.Letmeknowifyoustillgetproblem.
TEKCOR:Thankxalotforthiscontributionman,itlooksdope!Iamplayingaroundwithitnowandwillreport
anyproblemorbugs.IamsureIwillfigureitoutbutifnotcouldyoujustbrieflyexplainhowtolinkthekinect
skeletonwiththisanimatedCharacterskeleton?wouldthatbewithbindskeleton?Ihavebeentryingtodobasic
mocapusingVVVV+kinectforabout2weeksnowandit'sdrivingmeinsane.AsAntokhiohasbeenposting
onallrelatedthreadsitisnotaneasythingtodo,andIalsoseemtocomeacrossboneorientationproblem,
andIamhopingyourmodulesomehowmakesitwork...
Thankxalotagainforallyourwork,itismuchappreciated!

tekcor05/06/201315:54
HeyjoevvvvilyesterdayIworkedonthekinectthingwithnewemka.CoolthingisthattheOpenNInodesgive
arotationandweshouldbeabletomapittotherightjoints.UnfortunatlyOpenNInodesdoesntworkforme
somehow.Havetofigureitout.Butintheorietheonlythingyouhavetodoistodownloadthenewversion,
hookupthekinect,checkoutinsidetheSkeleton(OpenNI)modulewhichofthejointsdoesntgointothe
orientationspread(becausetheyarethelastjointsanddonthavearotation)andthenyouhavetogovery
deepinsidetheKinectJointMappingmoduleandmakeanewfilterspreadforthesift.Sothatthe
KinectJointOrientationSpreadisgoingintotherightorderintotheRotatenode.Andofcourseithastohave
thesamespreadcountthenthefilterspreadofthesift.
gotit?
Causetheproblemrightnowisthattheorientationspreadissmallerthenthespreadwithalljoints.
newemkafortunatelyalreadyselectedtherightorderofjointsasitgetsoutputbytheKinect(Microsoft)Node.
Alsoaddmeinskype.Ihavetimeagainthiseveningat7orsomething.
e:anddontforgettocopytheMODELSfromtheoldfolderordownloaditseparatelyfromhere.Imadeit
outsideoftheversioning,becauseitis20MB.

newemka05/06/201316:27
tekcorsaid
Causetheproblemrightnowisthattheorientationspreadissmallerthenthespreadwithalljoints.
Maybeit'sbecausethekneesdon'tneedtorotateineverydirections,liketheelbows

evvvvil05/06/201316:53
Yotekcor,
Wordman,thankxforyourreply.Iwilladdyouonskypearound7pmtonightandIbeonthistoo.Iamtrying
tomakesenseofeverythinginyourmodule,forgivemeonlybeenusingVVVVfor2years...Yourmoduleis
greatthough,don'tgetmewrong,SOCOOL.BUTafewthings:Don'tIhavetosomehowredesigntheStrider
customskeletonthingy(tofitwithopenNIskeleton)...ImustsayitstartsmakingsensewhenIgointoyour
JointMappernode,IamguessingthatiswhatyoumeanbykinectJointMappingmodule,butthenhasn'tyour
skeletongot4extrabones?shallIkillthoseasthelistofopenNIboneswouldn'tincludewristorankle...Iget
whatyouaresayingaboutjointorientationonkinectopenNInotworkingonendjoints,that'strueandvery

http://vvvv.org/contribution/animatedcharacter%28assetsdb%29instancedskinningdx11

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validpoint.Butaren'tallbonesreturninganorientationregardlessofwhetheritisendjointornot?Fromthe
skeletonopenNInodeIseemtogetanorientationforalljointsoutofit(Xaxisorientation,Yorientation,Z
axisorientation)...Let'stalktonightman,Iamkeenonfindingaworkingworkflowtodomotioncaptureusing
thekinectinVVVVonacolladamodel.AndImeanaREALworkflowwhichworksfromAtoZ,fromhowtorig
themodelinMax/MayaetctohowtoexportitinCollada(whichsetting)andtheactualVVVVpatchlinking
correctlythekinectOpenNISkeletontothecolladamodel'sskeleton.Weallwanttodothis,Iwannadoa
videotutorialexplainthewholeprocessassoonaswehaveafoundafullyworkingworkflow...PEACEMAN!

tekcor05/06/201317:16
yescool.buildingamotiondatabasefromthekinecttrackingisthewaytogo.
buttoclearsomeconfusion.
IgnoretheBindSkeletonandtheCustomSkeletonandtheStriderfornow.
ThisisadevelopementtreeIamnotfinishedwith:
Inthecustomskeletonthereisapatchswitcherthatcanloadskeletonsthatwerecreatedinvvvv.Inthiscase
itloadsapatchedskeletonforaHalfLife2StridermodelthatIfound.Itdoesn'tworksofar,butthisis
anothertopic.
fortheKinectmappingwelookinversion0.3IuploadedjustafewminutesagointheAnimatedCharacter
>SkeletonAnimation>Animation>KinectJointMapping.
cheerio

tekcor06/06/201314:40
okeysorryforeveryonewhodownloadeditandprobablygotconfused.
ThejointnamingswerenotassignedcorrectlytotheincomingrotationsfromOpenNI.Afterusingmy
FindIndexAssociatonwhichIcreatedforthesekindofdatabaseoperations,itworksnow.
Butstill:thismoduledoesn'tsolvethegeneralorientationproblem.Itjustmakesiteasytousedifferent
modelswithdifferentanimationsources.

io14/07/201301:25
Hi
anydevelopmentonthisfront?IvetrieddifferentwaytogettheKinecttoanimateacharacterbuttono
avail...
tx
S.

tekcor15/07/201309:19
heyio,
nopenothinghere.Sorry.Stillsomebrainandtimehastobeinvestedtochangethetransformmatrixinthe
correctway.

Aurel17/07/201418:23
Hi
Itrieddifferentwaysbutnotabletoanimateyet.
IsuggestitmayhaveapossibilitytogetfromMocapthefluxofskeleton?
OrmayIcloneabletosendthisfluxordirectlytheresultwithcaractertovvvviaosc??
Likeabottleinthesea...

impressum

http://vvvv.org/contribution/animatedcharacter%28assetsdb%29instancedskinningdx11

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