Autodesk Research
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My world seems to be filled with robots, these days, whether seeing how they can be used in architecture and construction, animating them inside Forge, or seeing them 3D print steel bridges (I'm at MX3D again, this week). It makes me think I should probably dust off my HoloLens app for making robots dance in […]
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The inspiration for this post has come from a variety of sources. (Feel free to skip this preamble where I talk about the history of the project: as much as anything it's so I remember myself how things happened when I come back to this post at some point in the future. 😉 My colleague, […]
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It's been a great few days in Rome, at the Forge team's first ever Roman accelerator. Things kicked off on Monday morning, as we occupied the conference room at Rimond's office in Rome's Trastevere district. As is usual at these events, there are a number of companies doing really interesting things: several of them have […]
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I spent the latter half of last week at ETH Zurich, attending a conference entitled "Robotic Fabrication in Architecture, Art and Design 2018", or Rob|Arch 2018 for short. This is the biennial conference where luminaries in the AEC industry get together and plot how robots will replace millions of construction jobs over the years to […]
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The integration of the MeshLine library into the Forge viewer – which we're using for the display of skeleton data, as we saw last time – has opened the door to displaying all kinds of other cool stuff. Back in 2014 colleagues in Autodesk Research published a SimAUD paper entitled "Towards Visualization of Simulated Occupants […]
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Right then… now it's time for the really fun stuff. Looking back over this series of posts, we introduced it then looked at adding simple geometry to the Forge viewer, followed by animated skeletons and animated skeletons with fixed meshes attached. Today we'll dig into making our animated skeletons properly visible. Having given up on […]
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We introduced the series, then looked at adding simple geometry to the Forge viewer, followed by animated skeletons. Now it's time to look at approaches for making these skeletons more visible. As mentioned last time, today's post is a bit of a "non-post": it talks about adding a SkinnedMesh to be animated alongside an underlying […]
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After introducing the series and seeing how we can add simple vertex and edge geometry to a scene, today we're going to start digging into the guts of the problem of how to display skeletons in the Forge viewer. This proved to be a really interesting process: I ended up learning a lot about how […]
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In the last post I introduced the series where I'll be talking about the journey I've been going through to add skeletion data inside Dasher 360 (which is, of course, based on the Forge viewer). The first step I took along this path was to find a way to add simple 3D geometry into an […]
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It's been a strange few days. It's the very last week anyone will be working from Autodesk's Neuchatel office. This really hit home when the Autodesk name and logo were removed from the building, last Friday. Photo credit: Estelle Ormrod I salvaged an A (the were signs on the front and back of the building, […]