Import HAnim Avatar
This tutorial has evolved from the tutorial written in
Japanese by nontiti
Seamless3d is the only modeller I am aware of that can use HAnim
as an interchange format for both exporting and importing avatars. Thanks to the
way Seamless3d natively indexes vertices for part ownership, there is no need to
re-rig the model for further modelling. With Seamless3d, animated HAnim avatars can be imported and exported
repeatedly without accumulating file bloat.
Single meshed HAnim models that use either an IndexedFaceSet or an
IndexedTriangleSet node can be imported.
If importing an HAnim avatar exported from Vivaty Studio that has been
exported with rotation values
NOT set to zero, the avatar must be prepared as
shown in the tutorial
Exporting a Vivaty Studio HAnim Avatar
for Seamless3d
Open the VRML/X3D file
Click the open file button from the toolbar:

In the Files of type drop down menu, select X3D/VRML Files, select the file and click Open:
Note you may need to delete all text in the File name field before any
files are shown in the browser window.
The HAnimHumanoid may animate fine inside Seamless3d but to take advantage of
the all the modelling, animation and export features available to the Seamless
node we will have to convert the HAnimHumanoid node to a native Seamless
node.
Convert the HAnimHumanoid node to a Seamless node
Open the Scene Tree window:
Right-click on the HAnimHumanoid node and click
convertToSeamless:
If broken vertices occur
For imported models that use the colorIndex/textCoordIndex method, broken
vertices should
not occur but for imported models that use the normal per vertex method you may notice some
sharp edges as a result of vertices getting broken from the conversion (although all vertices should animate
correctly). These vertices can be joined back together but before doing
this stop any animation from playing and reset all rotations to their default
pose by clicking

and save

your work.
Joining the vertices back may then be as simple as clicking the join all
vertices in visible parts

button.
If this causes a crash or unwanted vertex joining, go back to your previous
saved work and hide any part that may be causing the problem before clicking
If you can not locate which part/s are causing the problem you can join 2 parts
together by copying

one of the
parts, selecting the other and clicking

. See the
tutorial for an example of how to do
this.
You may need to join some vertices individually, see the tutorial & demo help:
Breaking and Joining Vertices.
Converting TimeSensor nodes to Anim bars
Any TimeSensor node can also be converted to an
Anim node (Anim bar) by right clicking on
the TimeSensor and selecting
convertToAnim:
This will make it much easier to play and modify the animation and will neatly
group your interpolator nodes which allows for them to be collapsed from
view.
Although all ROUTEs for the animation will be converted to script, the script
can be exported back as ROUTEs and TimeSensors by ticking the Scene

node's
outScriptAsRoutes check box. ROUTEs allow for animations to be played by a greater range of VRML/X3D browsers, however this export setting will prevent more advanced scripting features such as "if statements" and math functions from being used for animation
What can be done after importing
Any of the
Immediate Commands can be used to
change the shape, color, vertex ownership etc.
View the pivot point locations graphically and/or modify their locations and/or
add new animations. See the
beeline to animation tutorial/demo and
the
nurbs lathe tutorial/demo for
starters. Although these tutorials are aimed at using white parts they should
be easy to follow and the animation is essentially the same for blue parts.
Import animations from smls and motion capture bvh files. See
importing gestures
and
Importing BVH files.
Export to a wider range of browsers and possibly improve the quality of your
model for the browser, see
browser test page.
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