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authorMatt Strapp <matt@mattstrapp.net>2021-11-01 14:39:34 -0500
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+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.
+ \ No newline at end of file