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- Articulated Deformable Model FileFormat Descriptions -
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- Luca Ballan 2007 -
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-- Data Types:
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x is a 4 byte signed integer (little endian)
x is a 4 byte single precision floating-point value (little endian)
x is a string terminated with \n
x is a nxm floating point matrix saved in row major order:
...
. . .
. . .
...
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-- .OBJBIN file format
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Triangular mesh stored as a set of p vertices (x[j],y[j],z[j]) and as a set of q faces
each defined as a triplet of verteces indexes (f1[i],f2[i],f3[i]).
The file structure:
. . .
. . .
. . .
. . .
. . .
. . .
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-- .MOTION file format
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Given a kinematic tree composed of a set of s bones.
Each bone has a name n[i] and a transformation matrix M[i,t] defined at each
time t (starting from 0 to z-1, where z is the number of frames).
M[i,t] is a 3x4 matrix which can be decomposed in
M[i,t] = ( 3x3, 3x1 ) = ( R[i,t] , T[i,t] )
where T[i,t] is the origin of the bone.
The file structure: (binary)
. . .
. . .
. . .
. . .
. . .
. . .
.
.
.
. . .
. . .
. . .
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-- .SKIN file format
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The skinning parameters are stored as a pxs' matrix matrix,
where s'<=s is the number of bones of the kinematic tree actually used by
the skin operator and p is the number of vertices of the mesh.
Each column of the matrix is associated to a bone which name is n'[i] (which in general
it differs from the vector n[i]).
The file structure: (binary)
...
...
...
...
. . .
. . .
. . .
...
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-- .SKEL file format
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The kinematic tree structure is stored as a text file
as follows
.
.
.
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-- Camera file format
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The moving camera export output (from the 3DSMax PlugIn) is:
Let R(t) and T(t) be respectively the rotation matrix 3x3 and the translation matrix 3x1
at time t and g, h be respectively the first and the last frame to export:
. . . .
. . . .
. . . .
The fixed camera export output (from the 3DSMax PlugIn) is:
Let R(i) and T(i) be respectively the rotation matrix 3x3 and the translation matrix 3x1 of
camera i and K(i) is the intrinsic matrix of camera i. Let v be the number of cameras.
. . . .
. . . .
. . . .