On Wed, May 1, 2013 4:42 am, Alexander Pinzon Fernandez wrote: > The method is fully automatic.
It's a very advanced method :-) > The method generates a new skeleton from a mesh of polygons. How do you deal with cases for example linking the hip to the ankle where there is a joint in the middle but no obvious marker to split the bone/s? Or a circular/curved mesh? > The method links the skeleton and mesh. > The method does not use any sample skeleton. > The proposed method provides only the skeleton, and the artist will have > to animate the skeleton. In the case of automating the animation process it will require building up an archive of new animations for the new skeleton/s. So it might be useful to have a hybrid system with some default skeletons. > > > > 2013/4/30 Nathan Vegdahl <ces...@cessen.com> > >> > It would look like makehuman >> >> Eh... I think I may be a bit confused. The proposal is about >> automatically generating skeletons for an arbitrary model, but it >> sounds like the workflow you outlined doesn't automate that step at >> all. What you've outlined is still cool, but it sounds orthogonal to >> what is currently being discussed, unless I'm misunderstanding >> something...? >> >> Moreover, unless I'm mistaken, Makehuman is specific to bipedal >> characters with roughly human characteristics. Whereas the intent of >> the original proposal (unless I'm misunderstanding it) is to function >> for any morphology. >> >> --Nathan >> >> >> >> On Tue, Apr 30, 2013 at 12:18 AM, Patrick Shirkey >> <pshir...@boosthardware.com> wrote: >> > >> > On Tue, April 30, 2013 12:54 pm, Nathan Vegdahl wrote: >> >> For something like this to be really useful, I think it needs to be >> >> user-guide-able. And even then, it would mostly be useful for >> >> background characters, not hero characters (which need fine tuning by >> >> an artist). >> >> >> >> I can imagine this being useful, for example, for fully automatic >> >> rigging of a crowd's worth of background characters. But it would >> >> need to take guidance from the user regarding the style and >> morphology >> >> of the characters, and the topology, naming scheme, and alignment of >> >> the skeleton to be generated. And honestly, I haven't a clue what >> >> that would look like. >> >> >> > >> > It would look like makehuman >> > >> >> In general, building base skeletons is not the bottleneck of rigging >> >> characters anyway. And even if you want to make that faster, just >> >> having better/faster tools for doing it manually would get you more >> >> bang for your buck than automatic generation, I suspect. >> >> >> > >> > Animating models is the current bottle neck. This is how I have >> achieved >> > it with a limited amount of success: >> > >> > >> > 1: Create mesh and apply xonotic rig in makehuman >> > 2: export model and rig to mhx with "Feet on Ground" >> > 3: open blender >> > 4: install iqe/qim exporter >> > 5: install makehuman tools and mhx importer >> > 6: import mhx to blender >> > 7: export iqe of model/rig from blender >> > 8: find and download original official xonotic model blend file >> > 9: Open with blender >> > 10: export model/rig/anims to iqe >> > 11: open both iqe files in a text editor >> > 12: extract anims from official xonotic models iqe file >> > 13: add anims from official xonotic model to makehuman xonotic model >> > 14: save mh iqe file >> > 15: build iqm convertor tool from source >> > 17: run iqm convertor tool on mh iqe file to create animated iqm file >> > 18: import iqm file to external 3d game engine (cube2) >> > >> > cube2 import steps >> > 19: Place xxx.iqm file in packages/models/xxx folder where xxx is the >> > name of the model >> > 20: add iqm.cfg file and edit with correct commands for loading the >> iqm >> > 21: add the model name and location to the map.cfg file >> > 22: load the map in coop edit mode >> > 23: load the model with the "newent mapmodel i" where i is the >> numerical >> > position of the model in the model list >> > >> > additional steps for using animated model in cube2 >> > >> > 24: make changes to some hardcoded function variables to allow loading >> new >> > animated playermodels >> > 25: add new playermodel to the game config >> > 26: load animated model as a playermodel or bot in coop edit mode >> > >> > >> > End result: >> > >> > http://iguanapro.com/cube/mh4-2.png >> > http://iguanapro.com/cube/mh4-3.png >> > http://djcj.org/video/goblin-demo.mpeg >> > >> > >> > It's a very manual process and not very workable if building a crowd >> of >> > models in the thousands or hundreds of thousands like for ex. Massive >> from >> > Weta can do >> > >> > There are also issues with scaling and position of the center of >> origin >> > between models. In this specific case cube2 doesn't (obviously) >> support >> > changing the center of origin of a model so it has to be handled >> before >> > exporting from mh/blender. I could not find an obvious method or >> tutorial >> > for changing the center of origin on a blender model. MH allows >> changing >> > it at export from origin at hips to feet on ground. >> > >> > To cutdown on a lot of manual steps it looks like the way to go is to >> add >> > an iqe exporter to MH and >> > export the blend animations/rigs to bvh for inclusion in MH assets >> > archive. Then everything can be applied in MH before exporting to iqe >> > cutting out around 10 steps in the process. FYI, I am working on the >> MH >> > iqe exporter at the moment. >> > >> > >> > -- >> > Patrick Shirkey >> > Boost Hardware Ltd >> > >> > >> > >> >> --Nathan >> >> >> >> >> >> On Thu, Apr 25, 2013 at 9:02 AM, Alexander Pinzon Fernandez >> >> <apinz...@gmail.com> wrote: >> >>> Automatic Skeleton Extraction >> >>> >> >>> Alexander Pinzon Fernandez >> >>> >> >>> Email: apinz...@gmail.com >> >>> >> >>> >> >>> Short description: >> >>> >> >>> The character animation is generally done with skeletons that >> control >> >>> each >> >>> joint in the character which drastically simplifies the animation >> >>> process. >> >>> The construction of the skeleton given a polygon mesh is a task >> >>> typically >> >>> performed by an artist. This project proposes to implement a method >> for >> >>> extracting the skeleton automatically given a polygon mesh. >> >>> >> >>> >> >>> >> >>> *Name*: Alexander Pinzon Fernandez >> >>> >> >>> *Email*: apinz...@gmail.com >> >>> >> >>> *IRC*: apinzonf >> >>> >> >>> *www*: http://apinzonf.wordpress.com/, >> >>> http://wiki.blender.org/index.php/User:Apinzonf >> >>> >> >>> *Additional Contact Info* >> >>> >> >>> *Phone*: +57 300 2 92 74 30 >> >>> >> >>> *Physical Address*: Cr 81 H No 42a-58 sur Bogota-Colombia >> >>> >> >>> >> >>> Synopsis >> >>> >> >>> The character animation is generally done with skeletons that >> control >> >>> each >> >>> joint in the character which drastically simplifies the animation >> >>> process. >> >>> The construction of the skeleton given a polygon mesh is a task >> >>> typically >> >>> performed by an artist. This project proposes to implement a method >> for >> >>> extracting the skeleton automatically given a polygon mesh. >> >>> >> >>> This method iteratively contracts the shape in the reverse direction >> of >> >>> the >> >>> curvature flow, with a constraint that forces the contracted model >> will >> >>> closely match the original. In each iteration eliminates details. >> After >> >>> the >> >>> model volume is close to zero is passed to the next stage in which >> >>> through >> >>> a special surface simplification method removes vertices to obtain a >> 1D >> >>> structure. >> >>> >> >>> Paper used: >> >>> >> >>> AU, Oscar Kin-Chung, et al. Skeleton extraction by mesh contraction. >> >>> ACM >> >>> Transactions on Graphics (TOG). ACM, 2008. p. 44. >> >>> >> >>> >> >>> Benefits to Blender >> >>> >> >>> This project proposes a new tool for blender user that requires >> extract >> >>> the >> >>> skeleton of polygon meshes. >> >>> >> >>> This method allows to obtain the skeleton of a polygon mesh quickly >> and >> >>> automatically. >> >>> >> >>> This method is insensitive to noise because it uses a smoothing >> >>> algorithm >> >>> for contraction which removes the noise and detail in each >> iteration. >> >>> >> >>> >> >>> Deliverables >> >>> >> >>> 1. A new skeleton extraction tool for Blender. >> >>> 2. Some pages of documentation to be included in the manual >> >>> 3. A technical document for developers to improve the method in >> the >> >>> future. >> >>> 4. A tutorial explaining the use of the tool. >> >>> >> >>> >> >>> Project Details >> >>> >> >>> The project would divide into seven parts: >> >>> >> >>> 1. Iteratively contracting the mesh until the volume is close to >> >>> zero. >> >>> 2. Simplifying polygon mesh to obtain a 1D structure (skeleton). >> >>> 3. Relocating skeleton nodes in the center of each segment. >> >>> 4. Create vertex groups for each node of the skeleton. >> >>> 5. Converting a 1D polygon mesh into an armature. >> >>> 6. Link vertex groups to bones of the armature. >> >>> 7. Generation of the documentation and tutorials. >> >>> >> >>> >> >>> Project Schedule >> >>> >> >>> - *2 Weeks:- May 27 Jun 09:* Iteratively contracting >> the >> >>> mesh until the volume is close to zero. >> >>> - *3 Weeks:- Jun 10 Jun 31:* Simplifying polygon mesh >> to >> >>> obtain a 1D structure (skeleton). >> >>> - *2 Weeks:- Jul 01 Jul 14:* Relocating skeleton >> nodes >> in >> >>> the center of each segment. >> >>> - *2 Weeks:- Jul 15 Jul 28:* Create vertex groups for >> >>> each >> >>> node of the skeleton. >> >>> - *3 Weeks:- Jul 29 Aug 18:* Converting a 1D polygon >> mesh >> >>> into an armature. >> >>> - *2 Weeks:- Aug 19 Sep 01:* Link vertex groups to >> bones >> >>> of >> >>> the armature.. >> >>> - *1 Weeks:- Sep 02 Sep 08:* Testing the tool and >> Define >> >>> and >> >>> implement graphical user integration. >> >>> - *2 Weeks:- Sep 09 Sep 22:* Generation of the >> >>> documentation >> >>> and tutorials. >> >>> >> >>> >> >>> Bio >> >>> >> >>> I graduated as systems engineer in Colombia in 2007. >> >>> >> >>> I am a MSc computer science student at National University of >> Colombia. >> >>> >> >>> Skeleton extraction and mesh smoothing are the research topics of my >> >>> MSc. I >> >>> am use CGAL, Graphite and Qt libraries. >> >>> >> >>> Since 2007 I am a member of the Bioingenium Research Group of >> National >> >>> University of Colombia. >> >>> >> >>> I have been using Blender for about 10 years. I was working on the >> >>> develop >> >>> of a operator to remove noise from a mesh at GSOC 2012 Blender >> suchi >> >>> branch Mesh Smoothing for 3d Scan Data. >> >>> >> >>> >> >>> WORK EXPERIENCE: >> >>> >> >>> 2012 Google Summer of Code Blender Foundation: Mesh Smoothing for >> 3d >> >>> Scan Data. >> >>> >> >>> 2010 - Scire Foundation, Software Architect: >> >>> >> >>> Design and development of web services data, hibernate and oracle. >> >>> >> >>> Programming GUI with RichFaces. >> >>> >> >>> Library of generic manipulation of trees, based on Java reflection >> >>> techniques. >> >>> >> >>> 2005 - 2007 Sigtech, LTDA, Developer Engineer: >> >>> >> >>> SIGC System Development for the "Departamento Administrativo >> de >> >>> Catastro Distrital DACD". >> >>> >> >>> Software used in development: Oracle 9i, Visual Basic 6, PL / SQL >> >>> Developer. >> >>> >> >>> 2004 -2005 IIE and Colciencias, Student Monitor research: >> >>> >> >>> Project: " Theater of Memory in Virtual Worlds:" >> >>> >> >>> Architecture for handling streaming video that comes from a digital >> >>> camcorder and put it as a texture of a 3D plane in a virtual >> setting, >> >>> using >> >>> the Java software, J3D, JMF, VRML, X3D. >> >>> >> >>> >> >>> SOFTWARE DEVELOPED: >> >>> >> >>> Nukak3D http://sourceforge.net/projects/nukak3d >> >>> >> >>> 3D medical image platform for visualization and image processing. >> >>> >> >>> Nukak3d is a flexible architecture that integrates >> general-purpose >> >>> graphics libraries such as VTK, ITK, VTKInria3D, OpenGL, under a >> >>> graphical >> >>> user interface (wxWidgets) for three-dimensional visualization and >> >>> processing of medical images. On C++. >> >>> >> >>> JNukak3D http://sourceforge.net/projects/jnukak3d >> >>> >> >>> Software for three-dimensional visualization of DICOM images based >> on >> >>> java. >> >>> >> >>> JVC1394 http://sourceforge.net/projects/jvc1394/ >> >>> >> >>> Wrapper for the library Libdc1394 to enable communication with the >> Java >> >>> programming language. Java Video Capture for IEEE 1394 cameras. On >> C, >> >>> C++, >> >>> Java, Swig. >> >>> >> >>> >> >>> PUBLICATIONS >> >>> >> >>> León J., Pinzón A., Sánchez C., Romero E. A distributed plugin based >> >>> architecture for medical image processing. Proc. SPIE 8674, Medical >> >>> Imaging >> >>> 2013: Advanced PACS-based Imaging Informatics and Therapeutic >> >>> Applications, >> >>> 867403 (March 29, 2013);doi:10.1117/12.2007180. >> >>> >> >>> Pinzón, A., Leon, J.C., Romero E., Diseño y desarrollo de una >> >>> aplicación web para la visualización eficiente de imágenes medicas, >> con >> >>> procesamiento 3D por software o por hardware. En Seminario >> Internacional >> >>> de >> >>> Procesamiento y Análisis de Imágenes Médicas SIPAIM 2009, (Noviembre >> >>> 27-27, >> >>> 2009), Bogotá Colombia. >> >>> >> >>> Pinzón A., Romero E., Visualización 3D de imágenes médicas: >> una >> >>> herramienta Open Source, En Seminario Internacional de >> Procesamiento >> >>> y >> >>> Análisis de Imágenes Médicas SIPAIM 2008, (Noviembre 24-27, 2008), >> >>> Bogotá >> >>> Colombia. >> >>> >> >>> Mendoza, B. U., Ramos, G. A., Mendez, L. M., Santamaria, >> W., >> >>> and Pinzón, A. 2006. Camera Motion Control from a Java 3D >> >>> Environment: Virtual Studio Application in Decorative Arts >> Museum >> >>> Collections. In Proceedings of the 2006 international Conference >> on >> >>> Cyberworlds (November 28 - 29, 2006). CW. IEEE Computer Society, >> >>> Washington, DC, 58-64. >> >>> _______________________________________________ >> >>> Bf-committers mailing list >> >>> Bf-committers@blender.org >> >>> http://lists.blender.org/mailman/listinfo/bf-committers >> >> _______________________________________________ >> >> Bf-committers mailing list >> >> Bf-committers@blender.org >> >> http://lists.blender.org/mailman/listinfo/bf-committers >> >> >> > >> > >> > -- >> > Patrick Shirkey >> > Boost Hardware Ltd >> > _______________________________________________ >> > Bf-committers mailing list >> > Bf-committers@blender.org >> > http://lists.blender.org/mailman/listinfo/bf-committers >> _______________________________________________ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > -- Patrick Shirkey Boost Hardware Ltd _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers