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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