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Importing .dae file failed
January 7, 2015
1:12 pm
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After, drag and dropping of 3d character into the 3d space, it does show the skeleton file but it shows this output wherein I only wanted to show his head up to his chest only. By the way, i exported it using Blender 2.7. 

https://drive.google.com/file/d/0B3HIfeG8mcLPRGZtemp4MExYSW8/view?usp=sharing

https://drive.google.com/file/d/0B3HIfeG8mcLPTVVSbFZRQWU3MFk/view?usp=sharing

Thank you very much.

January 13, 2015
3:12 pm
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By using OpenCollada, exporting and importing it on SmartBody is the solution for this. 

January 13, 2015
6:06 pm
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Ok, good to know. Our COLLADA parser was in fact written with OpenCollada in mind (our example data comes from Maya with an OpenCollada exporter). I'm trying to improve the COLLADA parsing (by including the assimp library) which will also include .fbx support, but I'm not finished with that part yet.

 

Ari

January 15, 2015
12:23 pm
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But may be i got a wrong OpenCollada installer, its for 3Ds Max. I am using Blender 2.70. That is the problem?How to export it into Collada cause I have also downloaded Collada Blender plug ins

January 17, 2015
2:19 am
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I tried to used Online 3D Converter and the result is the same after dragging and dropping ChrKeni. What is the solution on this matter? 

January 19, 2015
6:23 pm
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I have tried to import the .dae that you sent me in a number of programs, but was unable to do so. Some questions:

1) Is the character mesh triangulated (i.e. no polygons that are not triangles?)

2) Can blender import the .dae that it exported?

 

Ari

January 20, 2015
1:40 am
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1. It is not mesh triangulated. But i'll check on it. 

2. Yes, It can be imported .dae file that it exported. 

January 20, 2015
9:25 pm
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Ok, my blender wasn't able to read the .dae file. Can you try to export with only triangles and try it in SmartBody again?

January 22, 2015
3:20 am
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Im done importing a Collada format into SmartBody but the model looks like lying down on the floor like this: 

https://drive.google.com/open?id=0B3HIfeG8mcLPa21hdWhoYUd0em8&authuser=0

January 23, 2015
6:51 pm
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Ok, perhaps the .dae was saved with the z-axis being the up-axis?

You can correct this like so in Python:

# import the file

scene.loadAssetsFromFile("/path/to/ChrKeni.dae")

# get the skeleton

skeleton = scene.getSkeleton("ChrKeni.dae")

# get the root joint

joint = skeleton.getJoint(0)

# rotate the root joint by -90 degrees around the x-axis

adjust = SrQuat(SrVec(1, 0, 0), -3.14159/2.0)

joint.setPrerotation(adjust)

# now create the character

mycharacter = scene.createCharacter("Keni", "")

myskeleton = scene.createSkeleton("ChrKeni.dae") # this should now be rotated upwards

mycharacter.setSkeleton(myskeleton)

mycharacter.setStringAttribute("deformableMesh", "ChrKeni.dae")

 

 

Let me know if that fixes your problem. Also, put the texture files for the .dae in the same directory as the .dae.

Ari

January 26, 2015
4:03 pm
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I got this error 'SBScene' object has no attribute 'loadAssetsFromFile. 

January 27, 2015
1:29 am
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oops...should be:

 

scene.loadAssetsFromPath("/path/to/ChrKeni.dae")

January 27, 2015
7:38 am
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Ok thanks.

February 2, 2015
1:13 am
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I tried to run the code and there is an error. Could not  load Assets from data/path/to/Chrkeni.dae

and joint=skeleton.getJoint(0)

AttributeError 

'NoneType' object has no attribute 'getjoint'

After, i solve this problem, where can i let Keni to speak and talk with the user like 

User: Hi 

Keni: Hello 

Thank you very much. 

February 2, 2015
6:21 pm
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you need to replace ""/path/to/ChrKeni.dae"

with the real path on your computer to the ChrKeni.dae, so if it's in the folder:

c:/temp/ChrKeni.dae

you need to put in:

scene.loadAssetsFromPath("c:/temp/ChrKeni.dae")

 

To make Keni speak, you need facial poses for the character that match the ones needed for lip syncing (see page 95 of the SmartBody manual at: http://smartbody.ict.usc.edu/H.....Manual.pdf)

 

Ari

February 9, 2015
1:26 am
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It is already installed. But when i tried to click on Speech Relay, it says that cannot load file... and Festival voice failed. 

One more thing, I tried also to import ChrKeni but it only shows his skeleton.And i wanted to add Sad, happy facial expression in FACS unit. 

Thank you very much. 

February 11, 2015
11:56 pm
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I'm having a very difficult time parsing that particular .dae file (Keni). I'm going to have to look into the parser to see if it can be fixed to accomodate your model.

 

Ari

February 12, 2015
2:44 am
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I will also try ChrBrad as my model. Can i do that? 

February 12, 2015
7:08 pm
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You should be able to use the ChrBrad model without a problem.

February 13, 2015
6:24 am
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But the problem is when i tried to use Speech relay it shows an error message from command prompt that cannot load or Festival error or something.

February 13, 2015
10:08 pm
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The festival libraries aren't included in the SmartBody windows SDK distribution (although you can get them from the SmartBody SVN sources on sourceforge.net/project/smartbody). But Windows has good SAPI support, so I recommend using those built-in voices, or buying new voices (usually less than $50 from any number of vendors).

Ari

February 24, 2015
2:13 am
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Thanks but i am having the hard time using this tool. I am running out of time for my master thesis. 

March 10, 2015
1:48 am
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I would like to import Smartbody ChrBrad into VHToolkit. I already tried the NPCEditor and it works fine. All i need is to let ChrBrad speaks or utter the words as the user speaks with him. 

March 10, 2015
5:12 pm
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There has been a male 3D character used in many virtual human systems here at the USC Institute for Creative Technology, and he has been named Brad. Brad has gone through a number of revisions, and the current VHToolkit includes the latest 'Brad'.

The previous 'Brad' is in SmartBody under the name ChrMaarten. He has the same body as the new Brad, but a different face/head. Is this the one that you want to use in the VHToolkit? If you wanted to do that, you would have to make sure to include the ChrMaarten.fbx located in data/mesh/ChrMaarten.fbx as well as including the facial animation for that character located in data/ChrMaarten/face and in the face configuration files make sure that you refer to the ChrMaarten animation (say, ChrMaarten@open.skm) instead of the ChrBrad animation (say, ChrBrad@open.skm).

 

Ari

March 12, 2015
1:25 am
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Yes. But how where to transfer this file into VHToolkit? In what directory or folder? 

Thank you very much. 

March 12, 2015
1:29 am
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I don't know the internals of the VHToolkit very well. I suggest asking in the VHToolkit groups email list: vhtoolkit@googlegroups.com

 

Ari

March 12, 2015
10:37 am
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Okay. Load it inside Unity. 

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