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author | Matt Strapp <matt@mattstrapp.net> | 2021-11-01 14:39:34 -0500 |
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committer | Matt Strapp <matt@mattstrapp.net> | 2021-11-01 14:39:34 -0500 |
commit | 36b8bde22e15e7a8608bd8920b4d6d8edf78af18 (patch) | |
tree | 1c022ce8d1854c6120ed492eb0bcad2e016e0f1f /dev/a4-dance/data/format.txt | |
parent | do a3 (diff) | |
parent | Update a4_dance.md (diff) | |
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Merge branch 'support-code' of https://github.umn.edu/umn-csci-4611-f21/shared-upstream
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diff --git a/dev/a4-dance/data/format.txt b/dev/a4-dance/data/format.txt new file mode 100644 index 0000000..b949594 --- /dev/null +++ b/dev/a4-dance/data/format.txt @@ -0,0 +1,479 @@ +Title: Acclaim Skeleton File Definition V1.10 + +M.Schafer 29 Feb 1995. + + This file format defines a skeleton in terms of its shape, +hierarchy, and the properties of its joints and bones. It is intended as +a human readable exchange format between different skeletal animation +systems. This is the format used by the Acclaim Motion Capture System. +The Acclaim system is based on joint rotation data. The file format will +work equally well with positional only data systems. Due to the +rotational basis of Acclaim's motion capture data, motion data files are +matched to specific skeletons. They will not work as expected on +arbitrary shaped or connected skeletons. Therefore this definition is +necessary to ensure that motion data files will work as expected. + This file does not define how the skeleton affects the skin. That +information is vendor specific. It is recommended that Vendors are able +to convert their skeletal system data structures to and from this +format. Vendors may adopt this format as their own. Please address all +requests for additional fields, changes or queries to Acclaim ATG. + +Acclaim ATG (516) 656-5000. One Acclaim Plaza. Glen Cove. + NY 11542-2708. + +The File format: (text) + +# comment, ignore text to end of line +# , commas and () parenthesis are used as whitespace. +# commas are discouraged. Please use spaces instead. +:version 1.10 # float (version of this file format) +:name xxxxxxxxxxxxxxxxxxxx # string[50] (name of skeleton) +:units # (multipliers for different + mass 1.0 # float unit systems ) + length 1.0 # float + angle deg # token (rad or deg) +:documentation + place any notes here. + Documentation is read until the next line that starts with a keyword. + +:root + axis xyz # token (rot. order for orientation offset) + order tx ty tz rz ry rx # tokens (order of transformation for root) + position 0.0 0.0 0.0 # float x3 (translation offset for root node + # to position the skeleton) + orientation 0.0 0.0 0.0 # float x3 (rotation offset) + +:bonedata # (definition data for all the bones) + begin # (delimiter) + id 1 # int (opt. unique numeric id.) + name h_waist # string (uses the body naming convention) + direction 0.0 1.0 0.0 # float x3 (direction vector of bone) + length 3.0 # float (length of bone) + axis 0.0 90.0 0.0 zyx # float x3 xyz (global orientation of the + axis, the xyz token specifies + order of rotation) + dof tx ty tz rx ry rz l # tokens (only include tokens required.) + limits (-inf inf) # float/token (lower and upper limit for + (-inf inf) # each degree of freedom given + (-inf inf) # above. inf = infinity.) + (-l80 180) + (0 180.0) + (-90.0 90.0) + (0.5 4.5) + bodymass 10.0 # float (opt. mass of skinbody assoc with + # this bone) + cofmass 1.0 end # float (opt. position of cofm along bone) + end + + begin # the next bone + name h_R_hip + direction 0.0 1.0 0.0 # bone points straight up + length 2.5 + axis 0.0 90.0 0.0 zxy # the local coordinate system is rotated + dof rx l # 90 degrees about the global Y-axis. + limits (-120 60.0) + (2.5 4.0) # i.e. can't get any shorter. + end + " # etc until all bones specified. + " + +:hierarchy + begin + root h_waist h_R_hip h_L_hip # parents followed by children + h_waist h_torso_2 # the root is implied as the first + # element although it is not a bone + " " # but a location. + + " " # etc until all hierarchy defined + end + +:skin filename # filename to use on this skeleton + filename # a second skin. E.g. block figure, med res + " " # and high res skins. + +Notes: + +Parentheses and commas were designed to be seen as whitespace. Commas +have caused problems with some readers, however, and are therefore +discouraged. Spaces are preferable. +The keywords appear in the following order: + :version, :name, :units, :documentation, :root, :bonedata, + :hierarchy, and :skin. + Units and skin are optional. + +There are several elements of the file which are designed to make the +file more human readable. For example the bone's orientation is in +global space although the skeleton is hierarchical. The internal +representation of a skeleton will be dependent on specific vendors +implementations. +Comments are designed to appear anywhere in the file. The first +character in the line must be a #. + +:version Currently 1.1 is the only supported version. + Version 1.2 is in review. +:units Currently there are three supported units: + mass, length and angle. Mass is not used by many systems. + These units are optional and can appear in any order. The + :units keyword is optional. If it appears then there must be + at least one unit defined. The defaults are 1.0 for numeric + fields and the angle default is degrees. + The units are interpreted by multiplying the relevant data + directly on readin. E.g. If the length unit is 2.54 then all + incoming translation or length values should be multiplied by + 2.54. This is also the case for the amc file. Any + translations or length values must be multiplied by 2.54. + This allows direct scaling of the skeleton and it's motion. +:documentation + This field takes comments and doc which will typically allow + the user to uniquely identify this skeleton from any others + and make it easy to ensure that only related .amc files are + used with it. +:root This defines the base location and orientation of the entire + skeleton. All motion is relative to this point. + Typically the root is located at the origin and oriented along + the z-axis. However this may not always be the case. + The axis field defines the order of rotation of the + orientation data. The order is equivalent to the dof field in + the bonedata and defines the order of evaluation as well as + the order of values in the amc file. +:bonedata + This section holds all the data for each bone. The data is in + global space and is designed to be human readable. E.g. You + do not have to interpret the hierarchy to determine which + direction a bone is pointing. + The data for a bone is delimited by begin/end tokens. + The data needs to appear in the following order. + id which is optional + name, direction, length, axis appear next. + dof and limits appear next. + The remaining items are optional: + bodymass, cofmass may appear next. + vendor specific options may also appear at this point. + The numeric id is optional. It allows systems to refer to the + bone numerically rather than by name. If supplied, it must be + unique. + The name string must be unique and preferably follow a naming + convention. One is mentioned below. This name is used in the + hierarchy and presumably by the target animation system to + help the user. + The direction is the normalized direction vector of the bone. + It is always a triplet in xyz order. + The length and the direction when combined with the hierarchy + will allow you to build a correctly oriented/positioned stick + figure skeleton. The only thing missing is the orientation of + the local coordinate systems for each bone. + The axis defines the local coordinate system for each bone. It + is in two parts. The xyz triplet of rotation offset values, + and a token representing which order to evaluate those + values. + This represents an offset from the global coordinate system. + See the later section on local coordinate systems to see how + to use these values. + Bodymass and cofmass are used by some systems in determination + of rotational inertia's. They are here as an example of how + new keywords can be added by specific vendors. + All unrecognized keywords should be ignored. I.e. Ignore lines + of data until you find a recognizable keyword. + The dof field defines which axes the bone can move in, what + order they should be evaluated in and the order the data will + appear in the amc file. + The limits must follow the dof. Each dof token has an + associated limit. inf stands for infinity. They are in + lower/upper limit pairs grouped by parenthesis and separated + by spaces. + Dof specification allows for xyz translation and rotation as + well as movement along the bone ("l") . This movement is + translation not scaling data and corresponds to stretching + the skin. + Some bones may not have any motion associated with them. In + this case there will be no dof or limits fields. This bone is + almost certainly being used to place the following bone's + rotation axis in a useful location. We refer to this as a + dummy bone. + Systems which do not implement dof limits may ignore them. If + they do they should use reasonable defaults in their files. + The limit information should not be used to clip data from the + amc file. The data in the amc file has been preclipped. + Limits are there to aid the animator and help to define the + range of motion of individual bones. + If a skeleton is designed to work with positional data then + only the xyz translation dof's will be specified. The + vendors system will then have to offer Inverse Kinematic + support to solve the rotational issues. +:hierarchy + This section defines the hierarchical relationships between + the bones. The motion in the .amc file is defined in terms + of this hierarchy. + This data is delimited by begin/end tokens. + The first entry in a line is the parent. Subsequent bones are + the direct inferiors of that parent. + The root node is the first entry. It is the special case as it + is a node and all the other entries are bones. + The parent on a line must have been referred to as a child on + a previous line. The only exception is the root which must + always come first. + +:skin The skin is followed by one or more filenames on separate + lines. + These filenames refer to skins that fit on that skeleton. + For example, you might have a low resolution box figure used + for scene blocking and animation testing, as well as a medium + resolution skin for better animation refinement once the + motion is blocked in. You might also have a high resolution, + fully mapped skin for use in the final render. + How these skins are precisely linked to the skeleton is left + to the individual vendors to define. However simple + manipulations of the skin are easily defined if collections + of faces are named after the bones they are associated with. + For example: The Amcplayer software distributed by Acclaim + uses a Wavefront format skin object with the face groups + named exactly the same as the bone names. On reading in the + skin object these face groups are attached to the bones. + Subsequently the skin moves exactly as the bones do. There + are no soft deformable skins in the Amcplayer. + +Additional vendor specific keywords may appear after the :skin keyword. +Before vendors add any new elements to the file definition please +contact Acclaim ATG. Vendor specific keywords or tokens should start +with the vendors name or acronym. + +Local Coordinate Systems. + + If the local axes were drawn at the bone's starting location +then the axis value represents the xyz rotation required to align the +global and local axes. The end result is that a 10 degree rotation about +the x-axis, as defined in an amc file, would result in a 10 degree +rotation around this offset local coordinate system. + There are two ways to interpret this value based on whether +your system uses a local system or works everything out around the +origin and then transforms it out to the bones perceived position. If the +former then the axis value defines the offset for your local coordinate +system and at evaluation time you simply rotate the bone the required +value, taken directly from the amc file, about the local coordinate +system. + If you work everything out in global space and then transform the +resulting body out to the bone's location then you need to construct an +inverse matrix representing this offset and premultiply the rotation +found in the amc file to get the rotation about the global system. +Exactly how you do this is dependent on the internal matrix +representation in your system and whether you are pre or post- +multiplying your transformation matrices. There is test data available +to aid you in setting up these software routines. + + Some systems do not allow arbitrary rotation orders. In this case +you will need to simulate them. Independent rotation order can be +simulated by having three (maximum) zero length bones at the same +location each with a single dof. However this same system will confuse +users if they are trying to layer Inverse kinematic data over motion +captured data. ( Due to the difficulty of selecting the precise axis). +Correct implementation of independent ordering for motion captured data +is beneficial. + If a system suffers from this then it is possible to define at +capture time a specific rotation ordering for the root and bones. +Vendors should inform their clients if this is required or if a +particular ordering is beneficial. + +Bone Naming Conventions: + + This section details the naming conventions used by the Acclaim +process. Individual vendors can choose to use this system if they wish. +If not then vendors should be aware that bone names can get quite long +and should allow for this in their systems. + The naming convention is necessary for two reasons, neither of +which may concern a specific vendor: + + - To easily identify a given bone by its name. + - To enable automatic mapping of motion data to arbitrary skeletons + using Acclaim drivers or vendor specific drivers. + +Naming: + There are two conventions the second is a short form. + They can be mixed. + Bone names are case insensitive but should be lowercase. + Bone names have no spaces in them. + The Class is optional. If not included it defaults to h. + Words in names are separated with underscores. + Bone names ending with underscore number (_1) indicate that there + are multiple segments which motion is divided across. + (I.e. h_torso_1) + In the case of multiple limbs or digits use a segment number, + spelled out. (I.e. L_finger_one) + If there are multiple bones in a segment that require individual + motion data then use a position indicator. (I.e. L_up_finger_one) + +Syntax: + class_side_position_bone_segment_division +Class: + h - Human class of naming. +Side: + left (L) - Bones on left side. + right (R) - Bones on right side. +Position: + up (u) - Bones that are closest to torso or oldest + ancestor. + mid (m) - Middle bones. + low (l) - Bones that are furthest from torso. +Bone: + root not a bone at all but the root node of + the skeleton. + head + neck + shoulder (shld) + torso (trs) + waist (wst) + hip + leg + foot + toe + toes use when modeling all toes together. + arm + hand + finger (f) + fingers (fngs) use when modeling all fingers + as a single unit. +Segment: + dummy use if this bone is only used to position the + next one. + one (on) use when dealing with multiple segments of the + two (tw) same type. If numbering toes, fingers + three (th) (finger_one = thumb, tone_one = big toe) + " " + +Division: + 1 A number at the end of a bone name indicates + 2 that a set of angles will be shared amongst + 3 the bones. (E.g. the torso or neck) + 4 Start numbering with the oldest ancestor. + " + +Examples: + h_waist + h_torso_1 Torso closest to waist. Rotational data + h_torso_2 is spread across these bones. + h_left_up_arm Left upper arm + h_L_fingers All left fingers + h_L_finger_one Thumb + h_left_up_finger_one Segment of thumb closest to hand. + L_l_toe_th Last bone on the third toe on left foot. + (One with the nail) (fully contracted name) + +Example: + - human skeleton showing hierarchical nature and naming. (no +individual fingers) + + root Root node of skeleton + h_waist first joint in back + h_torso_1 These torsos divide one value evenly + h_torso_2 amongst them all. + h_torso_3 + h_torso_4 + h_torso_5 + h_left_shoulder the shoulders branch off here. + h_left_up_arm + h_left_low_arm + h_left_hand + h_left_fingers + h_right_shoulder + h_right_up_arm + h_right_low_arm + h_right_hand + h_right_fingers + h_neck_1 the neck has its rotations broken + h_neck_2 over two bones + h_head + h_left_hip + h_left_up_leg + h_left_low_leg + h_left_foot + h_left_toes + h_right_hip + h_right_up_leg + h_right_low_leg + h_right_foot + h_right_toes + h_tail for humans in the News of the World. + + +The Motion Data File format. (.amc) + + Acclaim's motion capture data is delivered in the amc file format. +This motion data is tied to a particular skeleton or asf file. Currently +the amc file has a single format. There are three more formats in review +that extend the usefulness of the amc file by generalizing it. This +document only discusses the :fully specified format. + + The format is very simple. Comments at the top followed by the +format identifier. Then the data is grouped by frame. First the frame +number and then each bone name followed by the values associated with +each dof token in the corresponding dof line in the asf file. The bones +are in the same order for every frame. The bone name is verbosely +printed for every entry. + +The File format: (text) + +# comments. date, which skeleton this data belongs to, etc. +# +:fully-specified +1 +root 12.0 33.0 45.0 0.0 90.0 45.0 +h_torso_1 0.0 0.0 0.0 +h_torso_2 0.0 0.0 0.0 +h_right_up_leg 14.0 17.23 0.0 +h_right_low_leg 22.5 + : + : +2 +root ... (6 values) +h_torso_1 ... (3 values) + : + : + +Notes: + The comments are indicated by a # character and may only appear at + the head. + The format identifier is a keyword and starts with a colon + character. (:) + Values are in the units defined by the asf file. In the above + example the rotations are in degrees. + All the bones with dof definitions in the asf file are represented + in the amc file. The order is unimportant. However on successive + frames all the bones will be in the same order. None will be + missed. + For each bone there are one or more values following it. + The order and number of these values are defined by the order and + number of tokens in the dof entry in the asf file. + E.g. For bone h_right_up_leg the dof entry might read: + dof rz ry rx + The entry in the amc file will have 3 values following the + bone name. These entries will be in the order rz ry rx. + For the bone h_right_low_leg the dof entry might be: + dof rx + In this case there will be a single number following the bone + name. + There is no delimiter to indicate the end of file or how many + frames of data are in the file. + +These and other issues are addressed in the new formats for this file +currently under review. The format identifiers for these formats will +identify them. + + +Positional only systems. + + A number of motion capture systems use position data to describe +the location of each joint in a hierarchy. These systems can use the asf +and amc formats as well. The only difference will be in the dof +specification where all the tokens will be translational rather than +rotational. + This raises a point for vendors. You may want a preprocessor to +identify whether a given asf file is positional or rotational in nature. +You can then inform the user as this will affect the kind of tools they +will need to process it. + Depending on your implementation you may want to ensure that, apart +from the root, all of the bones have the same dof type For example it +may be a constraint in your system that no length changes are allowed, +or you might allow length changes but disallow a mix of rotations and +pure translations on a bone. + The preprocessor could also help you to determine whether you +should be switching an inverse kinematic solution on as a default. +
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