I’ve been experimenting with the official example C++ source code for exporting a tracked body as fbx file. While this example works well for bodies in the body 34 format, it doesn’t currently support the body 38 format. At least at first glance, only a few modifications seem necessary to have this example support the body 38 format. One of these modifications involves changing the utils.hpp file so that the joint parent indices, children indices, and local translations match those of the body 38. The only thing that currently prevents me from progressing with this is my lack of knowledge concerning the correct coordinates for the local joint translations. Are these coordinates published somewhere? Or has anybody among you already implemented fbx support for the body 38 format?
Any advice or pointers to information is greatly appreciated.
I updated the sample to fix the api issues and I also added the body 38 support.
The new version will only be officially available with the next ZED SDK version but you can access it here in the mean time.
I’ve experimented with the updated version of the sample and have come across some issues. For some reason, when exporting the recording with a body_38 skeleton, the nodes don’t possess names but only numbers. Also, when opening the resulting fbx in MotionBuilder, only the nodes but not the connections between them are displayed. These two issues don’t occur when exporting the recording with the body_34 skeleton. Do you have an idea what might be causing these issues?
Thanks and best regards
Daniel
p.s.1. I’m using the AnimationUtility, GeometryUtility, and Common source files from version 4.2 of the ZED SDK.
p.s.2. I’ve modified the CreateSkeleton function by replacing sl::BODY_34_PARTS::LAST with sl::BODY_38_PARTS::LAST and sl::BODY_34_PARTS(I) with sl::BODY_38_PARTS(I).
I made an update fixing the bone naming and your “ps2” as well.
However I don’t see only the nodes but not the connections between them are displayed when I open it in Blender.
thanks a lot for fixing the bone names and my hand-cooked modifications to the skeleton creation. I’m glad to hear that things look fine in Blender after importing the FBX. It must be just Motion Builder acting up.
just to conclude the topic: I can happily confirm that the FBX export of the body 38 format works now very well and that things also look fine when importing the resulting file into MotionBuilder.