deformer | ACL 2020 ] DeFormer : Decomposing Pre | Natural Language Processing library
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This repo is the code for the DeFormer paper (Accepted to ACL 2020).
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QUESTION
For learning purposes, I'm writing a FBX file reader in c++, in order to understand how this kind of 3D models are working. I must specify that I already successfully wrote a .x file reader in the past, so I'm comfortable with concepts like skeleton, bones and skin weights.
At this point I wrote a code able to read and parse the FBX file content, and extract and show the basic model in its T pose. I also assume that I correctly understood the way the FBX data are structured, and how to link the elements together and rebuild the important hierarchies like the skeleton.
However I'm a little puzzled about which data I need to use for the bones and animations. About the first ones I have a hierarchy of deformers, which each contains more or less data like that:
...ANSWER
Answered 2021-May-24 at 19:19So after a month of search and headache, I finally managed to understand how all these data were working together.
The "Lcl Translation" and "Lcl Rotation" contained in the Model structure represent a bone in the skeleton, once combined into a matrix. The models hierarchy is the skeleton itself.
The TransformLink matrix contained in the Deformer structure is the matrix to combine with the bone matrix, to transform each vertex to their final location. Note that this matrix should be inverted before be used.
Finally the AnimationCurve structures linked with a parent AnimationCurveNode contain the new values to apply to each bone matrix they are linked with. They contain the 3 x, y and z values which represent a new local translation or rotation over the time, where "AnimCurveNode::T" represents a translation while "AnimCurveNode::R" represents a rotation.
I couldn't find any usage for the Transform matrix contained in the Deformer structure, as well as for the PoseNode hierarchy.
If you're interested by the final result, my FBX reader project is available here: https://github.com/Jeanmilost/Demos/tree/master/Visual%20Studio/OpenGL/FBX
QUESTION
Hi guys i am trying to create a grass generator that take a cone, deform it, duplicate it, and then spread it randomly on the geometry that i selected, using maya python.
i am a beginner, i only reached to the duplication part, how can i spread the blades(grass) on a surface ???,thank you !
...ANSWER
Answered 2020-Jun-18 at 04:42There's definitely lots of different approaches you can take to scatter objects on a surface. You can use geometry and normal constraints. There's MASH's framework. But I think using a follicle is easy enough and requires less overhead. The only catch is that the surface must have uvs as this is how we'll move the follicle around.
So here's what I'm suggesting:
- Create a follicle, and connect it to the surface you want to scatter onto.
- Create your grass object.
- Each time you instance a new grass, pick a random uv for the follicle to pop to. This will align it to the face's position and normal.
- Use the follicle's transform to move/rotate your grass to.
- Rinse and repeat steps 3 & 4.
Here's a full example:
QUESTION
I am using https://github.com/auduno/clmtrackr
I am trying to get the image to be saved from the following example: https://github.com/auduno/clmtrackr/blob/dev/examples/facedeform.html
The issue is that I have obviously tried "canvas.dataToURL()". I can get the video of the webcam as an image; however, the overlay image is always transparent.
I attempted using the texture to draw on a canvas, but that also didn't work....
I have an example here: https://codepen.io/msj121/pen/RgXjYK
I want to save the whole image with overlay to a png, like "dataToURL" I suppose.
...ANSWER
Answered 2017-Jul-20 at 18:56The reason the webgl canvas is blank has been answered at least 10 times here on stackoverflow
Saving canvas to image via canvas.toDataURL results in black rectangle
Canvas toDataURL() returns blank image only in Firefox
toDataURL() of webgl canvas returning transparent image
Why does my canvas go blank after converting to image?
I know there's several more but I'm too lazy to search for all of them
The only reason I didn't mark this as a duplicate is because you wanted 1 png from 2 canvases.
If you want just 1 png then you need to capture from one canvas. So, draw the WebGL canvas into the video canvas then call toDataURL
on the video canvas.
QUESTION
I am trying to write a deformer script for maya, using the maya API which deforms any mesh into a sphere by translating it's vertices.
What i already have is a deformer which translates every vertex of mesh in the direction of it's normal with the amount specified. This is done using the below equation.
...ANSWER
Answered 2019-Apr-22 at 18:51About the direction:
I think your line : point += (Center - point) * bulgeAmount * w * env;
is a good starting point. But instead of using (Center - point), you should use its opposite, (point-Center) and normalize it before using it. If you don't use a normalized version of this (point-Center) vector, every vertex will be translated to a wrong position.
About your variation between 0.0 (original) to 1.0 (sphere):
If Po is the original position
If Pf is the final position
If d is the original distance between the point Po and the Center C:
d=norm(Center - point) = norm(C-Po)
If Direction is (Center - point)/d (so normalized, as explained above)
What we want:
At r=0.0 your vertex must stay at its original position: Pf = Center + Direction * d
At r=1.0 your vertex must stick to the sphere of radius R: Pf = Center + Direction * R
And if we generalize:
Pf = C + Direction * ( r*R + (1-r)*d )
With d = norm(C-Po)
Direction = (C-Po)/d
R the radius of your sphere
and r a user param between [0.0; 1.0]
Not sure I am clear enough, I'm not used neither to answer here :) Best
QUESTION
I'm trying to copy a deformer's map from one geometry to another based off proximity.
Eg I have sphere1 with 10x10 subdivision and has a radius 1 which has a cluster deformer on it with a painted map that's and another sphere, sphere2 with 30x30 subdivision in the same area but with radius 1.1. I want to apply the same cluster that's affecting sphere1 on sphere2 with the same map. I can't figure out how to get the map over so I figured if I can get the vertices of sphere2 closest to a vertex in sphere1, I can apply that vertex value to sphere2's vertices.
If there is an easier way of doing this, I am all ears. Just couldn't think of any other logic to use in this scenario.
Cheers!!
PS. I have seen a script of the same thing with API but my API knowledge is next to 0 and don't want to use that and not know how to improve on it. I'm trying to learn and not copy paste code without knowing why.
...ANSWER
Answered 2018-Jul-05 at 09:06You can use this node. You just have to loop sphere1 vertices to the inPosition value and getAttr the closestVertexIndex attribute : https://download.autodesk.com/us/maya/2008help/Nodes/closestPointOnMesh.html
but you will have to make both of your spheres to have the same center
another solution : another solution could be : if you have the same uvs on spheres, you could be transfering the weight by evaluating uv coordinate. Or even outputing a texture and sampling the picture to get values back on another sphere.
QUESTION
I want to select and set a key frame in a nonlinear deformers in maya using python script.
What I had tried and failed obviously is based on the knowledge i had on these command.
...ANSWER
Answered 2018-Jul-04 at 08:32Just realized that you use "bend1.curvature" as attribute name, here it works if I use only the attribute without "bend1." as attribute name.
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Requirements: Python>=3.5 and TensorFlow >=1.14.0,<2.0
pip install "tensorflow>=1.14.0,<2.0" or pip install tensorflow-gpu==1.15.3 (for GPU)
pip install -r requirements.txt
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