Exemplo n.º 1
0
        private void bProsegui_Click(object sender, EventArgs e)
        {
            cacheFileName.Clear();
            UUIDanim.Clear();
            UUIDList.Clear();

            if (!fromList)
            {
                DateTime wrDDT = DateStart.AddHours((double)UpDownFromHour.Value);
//                DateStart = DateStart.AddMinutes((double)UpDownFromMin.Value);
                timeStart = TotalSecondsFromEpoch(wrDDT.AddMinutes((double)UpDownFromMin.Value));
                wrDDT     = DateEnd.AddHours((double)UpDownToHour.Value);
//                DateEnd = DateEnd.AddMinutes((double)UpDownToMin.Value);
                timeEnd = TotalSecondsFromEpoch(wrDDT.AddMinutes((double)UpDownToMin.Value));
            }


            // la classe ViewerNames popola l'array aViewer[] con i path delle possibili
            // directory ove possono risiedere i file index.db2
            MyviewerNames = new ViewerCacheNames();
            if (MyviewerNames.noOS != false)
            {
                lfilescreated.Text = "OS not recognized";
                return;
            }
            // si cercano i file index.db2 nelle singole directory e si popola il  dizionario
            // cacheFileName
            int n = 0;

            for (int k = 0; k < MyviewerNames.aViewerP.Length; k++)
            {
                if (Directory.Exists(MyviewerNames.aViewerP[k]))
                {
                    string[] aIdba = Directory.GetFiles(MyviewerNames.aViewerP[k] + SC, "index.db2.*");
                    for (int ij = 0; ij < aIdba.Length; ++ij)
                    {
                        cacheFileName.Add(n, aIdba[ij]);
                        n++;
                    }
                }
            }
            if (fromList)
            {
                string xAnim = CacheDB2.Text;
                // la classe ReadList popola l'array aUUIDList con la lista delle
                // UUID lette dal file di testo
                ReadList MyReadlist = new ReadList(xAnim);
                // L'array viene trasferito al dictionary per una migliore gestione
                for (int i = 0; i < MyReadlist.aUUIDList.Length; ++i)
                {
                    UUIDList.Add(MyReadlist.aUUIDList[i], false);
                }
                this.UUIDtotal.Text = UUIDList.Count().ToString();
            }
            // si scorrono i file index.db2. Per tutti i tipo 20 (animazioni), si verifica se
            // fanno parte di quelle ricercate e contenute nell'array aUUIDList della classe ReadList
            // Se trovata si aggiunge al dizionario con chiave UUID e con valore la struttura contenente
            // offset e lunghezza
            byte[] fileData;
            foreach (KeyValuePair <int, string> pair in cacheFileName)
            {
                fileData   = System.IO.File.ReadAllBytes(pair.Value);
                MyIndexDB2 = new SLCacheIndexRead(fileData);
                for (int i = 0; i < MyIndexDB2.SLCacheRecordIndex.Length; i++)
                {
                    if (MyIndexDB2.SLCacheRecordIndex[i].wType == 20)
                    {
//                        if (UUIDList.ContainsKey(MyIndexDB2.SLCacheRecordIndex[i].sUUID))
                        if (!UUIDanim.ContainsKey(MyIndexDB2.SLCacheRecordIndex[i].sUUID))
                        {
                            UUIDdata Utmp = new UUIDdata();
                            Utmp.Udir    = pair.Key;
                            Utmp.Uoffset = (Int32)MyIndexDB2.SLCacheRecordIndex[i].dwOffset;
                            Utmp.Ulenght = (Int32)MyIndexDB2.SLCacheRecordIndex[i].dwSize;
                            Utmp.Utime   = (uint)MyIndexDB2.SLCacheRecordIndex[i].time_t;
                            if (fromList)
                            {
                                if (UUIDList.ContainsKey(MyIndexDB2.SLCacheRecordIndex[i].sUUID))
                                {
                                    UUIDanim.Add(MyIndexDB2.SLCacheRecordIndex[i].sUUID, Utmp);
                                }
                            }
                            else if ((Utmp.Utime >= timeStart) && (Utmp.Utime <= timeEnd))
                            {
                                UUIDanim.Add(MyIndexDB2.SLCacheRecordIndex[i].sUUID, Utmp);
                            }
                        }
                    }
                }
                this.UUIDfound.Text = UUIDanim.Count().ToString();
            }
//            bProsegui.Enabled = false;
            bBVH.Enabled = UUIDanim.Count > 0;
        }
Exemplo n.º 2
0
        private void bBVH_Click(object sender, EventArgs e)
        {
            bBVH.Enabled = false;
            string stUUID;

            foreach (var pair in UUIDanim)
            {
                UUIDdata Utmp = new UUIDdata();
                byte[]   by;
                stUUID = pair.Key;
                Utmp   = pair.Value;
                int    pos      = Utmp.Uoffset;
                int    required = Utmp.Ulenght;
                string str      = cacheFileName[Utmp.Udir];

                int i = str.LastIndexOf("index.db2");
                str = str.Substring(0, i) + "data.db2" + str.Substring(i + 9);
                using (BinaryReader b = new BinaryReader(File.Open(str, FileMode.Open)))
                {
                    b.BaseStream.Seek(pos, SeekOrigin.Begin);
                    by = b.ReadBytes(required);
                }


                string xAnim = stUUID;
                try
                {
                    // Read the file .anim and creates the structure MyBinBVH
                    // Use the class myBinBVHAnimationReader OpenMetaverse (amended).
                    // The structure contains the data formats .anim already serialized
                    myBinBVHAnimationReader MyBinBVH = new myBinBVHAnimationReader(by);
                    uint numJoints = MyBinBVH.JointCount;
                    // Reads the key position (x) of the first frame of the first joint
                    // By definition belongs to the  frame 2.
                    // Frame time ==  second frame time/2.
                    double wTime      = MyBinBVH.joints[0].rotationkeys[0].time;
                    double mFrameTime = wTime * 0.5;
                    // dividing the total duration (lentgh) by the frame time
                    // the number of frames is obtained.
                    double mDuration  = MyBinBVH.Length;
                    uint   mNumFrames = (uint)Math.Floor(mDuration / mFrameTime + .5);
                    // The class creates a JointBVH structure intended to receive
                    // processed data to transform the Vector3 of rot
                    // in degrees and Vector3 of Pos in inches.
                    // The structure is initialized with Frames*(19)
                    // structures Pos [3], Rot [3] all set to zero, except
                    // Pos[1] of the joint [0], for every frame, is placed
                    // equal to 43.5285 ([Y]  position)
                    JointBVH myTSBVH = new JointBVH((int)mNumFrames);
                    // numJoint contains the number of joint of file .anim
                    // myTSBVH is filled with data read from anim.ini
                    // indent will be used later to indent the BVH file header
                    int[] indent = new int[19] {
                        1, 2, 3, 4, 5, 4, 5, 6, 7, 4, 5, 6, 7, 2, 3, 4, 2, 3, 4
                    };
                    uint jji;
                    int  j = 0;
                    for (jji = 0; jji < trans.mTranslation.Length; ++jji)
                    {
                        if (trans.mTranslation[jji].mIgnore)
                        {
                            continue;
                        }
                        myTSBVH.mJoints[j].mName    = trans.mTranslation[jji].mName;
                        myTSBVH.mJoints[j].mOutName = trans.mTranslation[jji].mOutName;
                        myTSBVH.mJoints[j].mIndent  = indent[j];
                        ++j;
                    }

                    // Value are processed for each of the joint
                    for (i = 0; i < numJoints; ++i)
                    {
                        uint       joint;
                        Order      order;
                        Quaternion last_rot  = new Quaternion();
                        string     jointName = MyBinBVH.joints[i].Name;
                        uint       ji;
                        // The joints of the anim file may be in different order
                        // from the BVH Header model used
                        // in this procedure. It was therefore I decided to carry out
                        // search by the name of the joint.
                        for (ji = 0; ji < 19; ji++)
                        {
                            joint = ji;
                            if (myTSBVH.mJoints[ji].mOutName == jointName)
                            {
                                break;
                            }
                        }
                        if (ji == 19)
                        {
                            continue;
                        }
                        else
                        {
                            joint = ji;
                        }
                        uint last_frame = 1;
                        order = StringToOrder(myTSBVH.mJoints[joint].mOrder);
                        // we analyze every frame of the  file anim joint
                        for (j = 0; j < (MyBinBVH.joints[i].rotationkeys.Length); ++j)
                        {
                            if (j == 0)     // first key
                            // the first key  of the file anim
                            // refers to the frame 2 as SL eliminates the
                            // frame 1 from the original BVH file
                            {
                                last_frame = 1;     // we are in the frame 2
                                // last_rot (first frame) is not available
                                // so we start with an identity quaternion
                                last_rot = Quaternion.Identity;
                                myTSBVH.mJoints[joint].mPosRotKeys[0].mIgnorePos = true;
                                myTSBVH.mJoints[joint].mPosRotKeys[0].mIgnoreRot = true;
                            }
                            // The frame no.is equal to the time of the frame/FrameTime
                            float  time_short = MyBinBVH.joints[i].rotationkeys[j].time;
                            double time       = time_short;
                            uint   frame;
                            frame = (uint)Math.Floor(time / mFrameTime + 0.5f);
                            // rot_vec is set to the rotation vector of the frame examined
                            Vector3 rot_vec;
                            rot_vec.X = MyBinBVH.joints[i].rotationkeys[j].key_element.X;
                            rot_vec.Y = MyBinBVH.joints[i].rotationkeys[j].key_element.Y;
                            rot_vec.Z = MyBinBVH.joints[i].rotationkeys[j].key_element.Z;
                            // we compute the inverse of quaternion framematrix
                            // and offsetmatrix
                            Quaternion outRot;
                            Quaternion inRot;
                            Quaternion frameRot = myTSBVH.mFrameMatrix;
                            Quaternion frameRotInv;
                            frameRotInv.X = frameRot.X * -1f;
                            frameRotInv.Y = frameRot.Y * -1f;
                            frameRotInv.Z = frameRot.Z * -1f;
                            frameRotInv.W = frameRot.W;

                            Quaternion offsetRot = myTSBVH.mOffsetMatrix;
                            Quaternion offsetRotInv;
                            offsetRotInv.X = offsetRot.X * -1f;
                            offsetRotInv.Y = offsetRot.Y * -1f;
                            offsetRotInv.Z = offsetRot.Z * -1f;
                            offsetRotInv.W = offsetRot.W;
                            // Quaternion outRot is derived from the  vector rot_vec
                            outRot.X = rot_vec.X;
                            outRot.Y = rot_vec.Y;
                            outRot.Z = rot_vec.Z;
                            double t = 1.0 - (rot_vec.X * rot_vec.X + rot_vec.Y * rot_vec.Y + rot_vec.Z * rot_vec.Z);
                            if (t > 0)
                            {
                                outRot.W = (float)Math.Sqrt(t);
                            }
                            else
                            {
                                outRot.W = 0;
                            }
                            // rotation is corrected by the rotation matrices
                            inRot = frameRotInv * offsetRotInv * outRot * frameRot;
                            // recalculates the rotation vector.
                            // revMayaQ returns values in degrees and set the axes
                            // XYZ values based on the contents of the enumerator order
                            rot_vec = revMayaQ(inRot, order);
                            // the vector obtained is saved for use in
                            // when writing the file BVH
                            myTSBVH.mJoints[joint].mPosRotKeys[frame - 1].mRot.X = rot_vec.X;
                            myTSBVH.mJoints[joint].mPosRotKeys[frame - 1].mRot.Y = rot_vec.Y;
                            myTSBVH.mJoints[joint].mPosRotKeys[frame - 1].mRot.Z = rot_vec.Z;
                            // If SL has missed because of little significance,
                            // some frames, they are reconstructed with interpolation
                            // If frames have been skipped by SL,
                            // frame is greater than last_frame + 1
                            uint       n;
                            uint       num    = frame - last_frame;
                            Quaternion interp = new Quaternion();
                            for (n = last_frame + 1; n < frame; ++n)
                            {
                                // interpolation for each frame missing
                                interp = nlerp((1f / num) * (n - last_frame), last_rot, inRot);
                                // we also need the value in degrees
                                // revMayaQ returns values in degrees and set the axes
                                // XYZ values based on the contents of the enumerator order
                                rot_vec = revMayaQ(interp, order);
                                // the vector obtained is saved for use in
                                // when writing the file BVH
                                myTSBVH.mJoints[joint].mPosRotKeys[n - 1].mRot.X = rot_vec.X;
                                myTSBVH.mJoints[joint].mPosRotKeys[n - 1].mRot.Y = rot_vec.Y;
                                myTSBVH.mJoints[joint].mPosRotKeys[n - 1].mRot.Z = rot_vec.Z;
                            }
                            last_frame = frame;      // comparison values for the next cycle
                            last_rot   = inRot;
                        }
                        // Now we go to test the positions.
                        // the test is done for every joint. The activity is redundant
                        // because when we write the BVH file will take only
                        // the first joint value (hip)
                        Vector3 last_pos    = new Vector3();
                        Vector3 current_pos = new Vector3();
                        // rel_key represents the relative position.
                        // In fact anim file contains the changes with respect
                        // to the relative position
                        Vector3 relkey = new Vector3(0f, 43.5285f, 0f);
                        for (j = 0; j < (MyBinBVH.joints[i].positionkeys.Length); ++j)
                        {
                            float  time_short = MyBinBVH.joints[i].positionkeys[j].time;
                            double time       = time_short;
                            // Only for the hip frame 1 contains the value of the relative position.
                            // values for all other joint can remain set to zero.
                            if (j == 0)
                            {
                                last_pos.X = 0f;
                                last_pos.Y = 43.5285f;
                                last_pos.Z = 0;
                                last_frame = 1;
                            }
                            uint frame;
                            frame = (uint)Math.Floor(time / mFrameTime + 0.5f);
                            //
                            current_pos.X = MyBinBVH.joints[i].positionkeys[j].key_element.X / 0.02540005f;
                            current_pos.Y = MyBinBVH.joints[i].positionkeys[j].key_element.Y / 0.02540005f;
                            current_pos.Z = MyBinBVH.joints[i].positionkeys[j].key_element.Z / 0.02540005f;
                            // All we need is the frame matrix and its inverse
                            Quaternion frameRot = myTSBVH.mFrameMatrix;
                            Quaternion frameRotInv;
                            frameRotInv.X = -frameRot.X;
                            frameRotInv.Y = -frameRot.Y;
                            frameRotInv.Z = -frameRot.Z;
                            frameRotInv.W = frameRot.W;
                            //
                            current_pos = (current_pos * frameRotInv) + relkey;
                            //
                            //
                            myTSBVH.mJoints[joint].mPosRotKeys[frame - 1].mPos.X = current_pos.X;
                            myTSBVH.mJoints[joint].mPosRotKeys[frame - 1].mPos.Y = current_pos.Y;
                            myTSBVH.mJoints[joint].mPosRotKeys[frame - 1].mPos.Z = current_pos.Z;
                            //
                            //
                            uint    n;
                            uint    num = frame - last_frame;
                            Vector3 interp;
                            for (n = last_frame + 1; n < frame; ++n)
                            {
                                interp = Vector3.Lerp(last_pos, current_pos, 1f / num * (n - last_frame));
                                myTSBVH.mJoints[joint].mPosRotKeys[n - 1].mPos.X = interp.X;
                                myTSBVH.mJoints[joint].mPosRotKeys[n - 1].mPos.Y = interp.Y;
                                myTSBVH.mJoints[joint].mPosRotKeys[n - 1].mPos.Z = interp.Z;
                            }
                            //
                            last_pos   = current_pos;
                            last_frame = frame;
                        }
                    }
                    // all values were calculated
                    // we can and write the file BVH
                    string nRotation = "rotation ";
                    string nOffset   = "OFFSET ";
                    string nChannels = "CHANNELS 3 ";
                    string nJoint    = "JOINT ";
                    string nEnd      = "End Site";
                    char   nOpenP    = '{';
                    char   nCloseP   = '}';
                    char   nTab      = '\t';
                    // anim file does not contain the offset value to the joints
                    // We use the following standard.
                    // The BVH file is Text format, so it is useless
                    // use numeric values
                    string[] aOffset = new string[19]
                    {
                        "0.000000 0.000000 0.000000",
                        "0.000000 3.422050 0.000000",
                        "0.000000 8.486693 -0.684411",
                        "0.000000 10.266162 -0.273764",
                        "0.000000 3.148285 0.000000",
                        "3.422053 6.707223 -0.821293",
                        "3.285171 0.000000 0.000000",
                        "10.129278 0.000000 0.000000",
                        "8.486692 0.000000 0.000000",
                        "-3.558935 6.707223 -0.821293",
                        "-3.148289 0.000000 0.000000",
                        "-10.266159 0.000000 0.000000",
                        "-8.349810 0.000000 0.000000",
                        "5.338403 -1.642589 1.368821",
                        "-2.053232 -20.121670 0.000000",
                        "0.000000 -19.300380 -1.231939",
                        "-5.338403 -1.642589 1.368821",
                        "2.053232 -20.121670 0.000000",
                        "0.000000 -19.300380 -1.231939"
                    };
                    // Offset value to the 5 knots End Side
                    string[] aOffsetEnd = new string[5]
                    {
                        "0.000000 3.148289 0.000000",
                        "4.106464 0.000000 0.000000",
                        "-4.106464 0.000000 0.000000",
                        "0.000000 -2.463878 4.653993",
                        "0.000000 -2.463878 4.653993"
                    };
                    StringBuilder llsd = new StringBuilder();
                    string        NL   = "\r\n";
                    llsd.Append("HIERARCHY" + NL);
                    // The hip joint is special -  use ROOT instead of  JOINT
                    llsd.Append("ROOT hip" + NL);
                    llsd.Append(nOpenP + NL);
                    llsd.Append(nTab + nOffset + aOffset[0] + NL);
                    // CHANNELS for the hip joint is special
                    llsd.Append("\tCHANNELS 6 Xposition Yposition Zposition Xrotation Zrotation Yrotation " + NL);
                    int wExInd = 0;
                    int wInd;
                    j = 0;
                    // We start from the second joint - hip has already been created.
                    for (i = 1; i < myTSBVH.mJoints.Length; ++i)
                    {
                        wInd = myTSBVH.mJoints[i].mIndent;
                        // End Side is identified with the transition to a lower indent
                        if (wInd < wExInd)          // End Side
                        {
                            llsd.Append(nTab, wExInd); llsd.Append(nEnd); llsd.Append(NL);
                            llsd.Append(nTab, wExInd); llsd.Append(nOpenP); llsd.Append(NL);
                            llsd.Append(nTab, wExInd + 1); llsd.Append(nOffset); llsd.Append(aOffsetEnd[j]); llsd.Append(NL);
                            ++j;
                            // The difference with the previous indent determines the number of "}"
                            for (int vj = wExInd; vj > wInd - 2; --vj)
                            {
                                llsd.Append(nTab, vj); llsd.Append(nCloseP); llsd.Append(NL);
                            }
                        }
                        //  It' a new Joint - we proceed to write
                        llsd.Append(nTab, wInd - 1); llsd.Append(nJoint); llsd.Append(myTSBVH.mJoints[i].mName); llsd.Append(NL);
                        llsd.Append(nTab, wInd - 1); llsd.Append(nOpenP); llsd.Append(NL);
                        llsd.Append(nTab, wInd); llsd.Append(nOffset); llsd.Append(aOffset[i]); llsd.Append(NL);
                        llsd.Append(nTab, wInd); llsd.Append(nChannels);
                        // The order of rotations following the arbitrary default
                        llsd.Append(myTSBVH.mJoints[i].mOrder[0]); llsd.Append(nRotation);
                        llsd.Append(myTSBVH.mJoints[i].mOrder[1]); llsd.Append(nRotation);
                        llsd.Append(myTSBVH.mJoints[i].mOrder[2]); llsd.Append(nRotation); llsd.Append(NL);
                        wExInd = wInd;
                    }
                    // This is the last End Side
                    llsd.Append(nTab, wExInd); llsd.Append(nEnd); llsd.Append(NL);
                    llsd.Append(nTab, wExInd); llsd.Append(nOpenP); llsd.Append(NL);
                    llsd.Append(nTab, wExInd + 1); llsd.Append(nOffset); llsd.Append(aOffsetEnd[j]); llsd.Append(NL);
                    for (int vj = wExInd + 1; vj > 0; --vj)
                    {
                        llsd.Append(nTab, vj - 1); llsd.Append(nCloseP); llsd.Append(NL);
                    }
                    // Once the structure of the Joints starts listing the frames

                    llsd.Append("MOTION" + NL);

                    llsd.Append("Frames: "); llsd.Append((int)mNumFrames); llsd.Append(NL);
                    if (mNumFrames * mFrameTime > 30f)     // not more then 30sec animation time
                    {
                        mFrameTime = 30f / mNumFrames;
                    }
                    llsd.Append("Frame Time: "); llsd.Append(NormStr((float)mFrameTime)); llsd.Append(NL);

                    for (i = 0; i < mNumFrames; ++i)
                    {
                        uint ji;
                        for (ji = 0; ji < 19; ++ji)
                        {
                            if (ji == 0)     // position values for only the first joint (hip)
                            {
                                llsd.Append(NormStr(myTSBVH.mJoints[0].mPosRotKeys[i].mPos.X)); llsd.Append(" ");
                                llsd.Append(NormStr(myTSBVH.mJoints[0].mPosRotKeys[i].mPos.Y)); llsd.Append(" ");
                                llsd.Append(NormStr(myTSBVH.mJoints[0].mPosRotKeys[i].mPos.Z)); llsd.Append(" ");
                            }
                            // Rotations are arranged by mOrder
                            string  s    = myTSBVH.mJoints[ji].mOrder;
                            char[]  c    = s.ToCharArray();
                            float[] wRot = new float[3];
                            wRot[0] = myTSBVH.mJoints[ji].mPosRotKeys[i].mRot.X;
                            wRot[1] = myTSBVH.mJoints[ji].mPosRotKeys[i].mRot.Y;
                            wRot[2] = myTSBVH.mJoints[ji].mPosRotKeys[i].mRot.Z;
                            // whim of the programmer 'X' - 'X' = 0, 'Y'- 'X' = 1, 'Z' - 'X' = 2
                            llsd.Append(NormStr(wRot[c[0] - 'X']));
                            llsd.Append(" ");
                            llsd.Append(NormStr(wRot[c[1] - 'X']));
                            llsd.Append(" ");
                            llsd.Append(NormStr(wRot[c[2] - 'X']));
                            llsd.Append(" ");
                        }
                        llsd.Append(NL);
                    }
                    string outDir = OutputDir.Text;
                    if (!(Directory.Exists(outDir)))
                    {
                        Directory.CreateDirectory(outDir);
                    }

                    string uAnim = outDir + SC + xAnim + ".BVH";

                    //  All done, start writing tha BVH file
                    File.WriteAllText(uAnim, llsd.ToString());

                    //
                    // We create a second file with .txt ext.
                    // Save the data that help to upload the BVH file

                    StringBuilder llse = new StringBuilder();
                    llse.Append("\t\t File "); llse.Append(xAnim + ".BVH"); llse.Append(NL);
                    llse.Append(NL);
                    llse.Append("Upload Informations"); llse.Append(NL);
                    llse.Append("-------------------"); llse.Append(NL);
                    llse.Append("Priority\t : "); llse.Append(MyBinBVH.Priority); llse.Append(NL);
                    llse.Append("Loop \t\t : "); llse.Append(MyBinBVH.Loop == true ? "Yes" : "Not"); llse.Append(NL);
                    if (MyBinBVH.Loop == true)
                    {
                        llse.Append("Loop in(%)\t : "); llse.Append((uint)Math.Floor(MyBinBVH.InPoint * 100 / MyBinBVH.Length + 0.5));
                        llse.Append("\tOut(%)\t : "); llse.Append((uint)Math.Floor(MyBinBVH.OutPoint * 100 / MyBinBVH.Length + 0.5)); llse.Append(NL);
                    }
                    llse.Append("Hand Pose\t : "); llse.Append(HandPose(MyBinBVH.HandPose)); llse.Append(NL);
                    llse.Append("Expression\t : "); llse.Append(MyBinBVH.ExpressionName); llse.Append(NL);
                    llse.Append("Ease in(sec)\t : "); llse.Append(MyBinBVH.EaseInTime);
                    llse.Append("\tOut(sec) : "); llse.Append(MyBinBVH.EaseOutTime); llse.Append(NL);
                    llse.Append(NL);
                    llse.Append("Usefull Information"); llse.Append(NL);
                    llse.Append("-------------------"); llse.Append(NL);
                    llse.Append("Duration(sec)\t : "); llse.Append(NormStr(MyBinBVH.Length)); llse.Append(NL);
                    llse.Append("Frames\t\t : "); llse.Append(NormStr((float)mNumFrames)); llse.Append(NL);
                    if (mNumFrames * mFrameTime > 30f)     // not more then 30sec animation time
                    {
                        mFrameTime = 30f / mNumFrames;
                    }
                    llse.Append("Frame Time\t : "); llse.Append(NormStr((float)mFrameTime)); llse.Append(NL);
                    llse.Append(NL);
                    llse.Append("Joint Name           Start Frame Values                  Last Frame Values"); llse.Append(NL);
                    llse.Append("----------    ------------------------------      ------------------------------"); llse.Append(NL);
                    for (i = 0; i < myTSBVH.mJoints.Length; ++i)
                    {
                        if (i == 0)        // position values for only the first joint (hip)
                        {
                            llse.Append("hip(Pos)    ");
                            llse.Append(NormStr(myTSBVH.mJoints[0].mPosRotKeys[1].mPos.X)); llse.Append(" ");
                            llse.Append(NormStr(myTSBVH.mJoints[0].mPosRotKeys[1].mPos.Y)); llse.Append(" ");
                            llse.Append(NormStr(myTSBVH.mJoints[0].mPosRotKeys[1].mPos.Z)); llse.Append("    ");
                            llse.Append(NormStr(myTSBVH.mJoints[0].mPosRotKeys[mNumFrames - 1].mPos.X)); llse.Append(" ");
                            llse.Append(NormStr(myTSBVH.mJoints[0].mPosRotKeys[mNumFrames - 1].mPos.Y)); llse.Append(" ");
                            llse.Append(NormStr(myTSBVH.mJoints[0].mPosRotKeys[mNumFrames - 1].mPos.Z)); llse.Append(NL);
                        }
                        uAnim = myTSBVH.mJoints[i].mName + "            ";
                        llse.Append(uAnim.Substring(0, 12));

                        string  s    = myTSBVH.mJoints[i].mOrder;
                        char[]  c    = s.ToCharArray();
                        float[] wRot = new float[3];
                        wRot[0] = myTSBVH.mJoints[i].mPosRotKeys[1].mRot.X;
                        wRot[1] = myTSBVH.mJoints[i].mPosRotKeys[1].mRot.Y;
                        wRot[2] = myTSBVH.mJoints[i].mPosRotKeys[1].mRot.Z;
                        //
                        llse.Append(NormStr(wRot[c[0] - 'X']));
                        llse.Append(" ");
                        llse.Append(NormStr(wRot[c[1] - 'X']));
                        llse.Append(" ");
                        llse.Append(NormStr(wRot[c[2] - 'X']));
                        llse.Append("    ");
                        wRot[0] = myTSBVH.mJoints[i].mPosRotKeys[mNumFrames - 1].mRot.X;
                        wRot[1] = myTSBVH.mJoints[i].mPosRotKeys[mNumFrames - 1].mRot.Y;
                        wRot[2] = myTSBVH.mJoints[i].mPosRotKeys[mNumFrames - 1].mRot.Z;
                        //
                        llse.Append(NormStr(wRot[c[0] - 'X']));
                        llse.Append(" ");
                        llse.Append(NormStr(wRot[c[1] - 'X']));
                        llse.Append(" ");
                        llse.Append(NormStr(wRot[c[2] - 'X']));
                        llse.Append(NL);
                    }



                    File.WriteAllText(outDir + SC + xAnim + ".txt", llse.ToString());

                    lfilescreated.Text = "BVH files successfully created";
                }

                catch (System.Exception)
                {
//                        MessageBox.Show("Alcuni file non Convertiti " );
                }
            }
        }