{"id":2163,"date":"2014-11-08T11:50:12","date_gmt":"2014-11-08T10:50:12","guid":{"rendered":"http:\/\/www.blue-bears.com\/blog\/?p=2163"},"modified":"2017-09-18T22:39:06","modified_gmt":"2017-09-18T20:39:06","slug":"unity-capture-google-map-3ds-max-3d-ripper","status":"publish","type":"post","link":"http:\/\/www.blue-bears.com\/blog\/?p=2163","title":{"rendered":"Unity &#8211; Visual SFM &#8211; [Capture Google Map &#8211; 3DS Max &#8211; 3D Ripper]"},"content":{"rendered":"<p>L&rsquo;objectif est de capturer les formes 3D mapp\u00e9 des textures des immeubles de Google Map pour int\u00e9grer les immeubles dans une simulation.<\/p>\n<ul>\n<li>Les importer ensuite dans Unity.<!--more--><\/li>\n<li>Un bon tuto avec tout le process :\n<ul>\n<li><a href=\"http:\/\/www.creativeshrimp.com\/free-photo-scanning-tutorial.html\">http:\/\/www.creativeshrimp.com\/free-photo-scanning-tutorial.html<\/a><\/li>\n<\/ul>\n<\/li>\n<li><\/li>\n<li><del>Le point de d\u00e9part : cette video : recherche Youtube \u00ab\u00a0Extract 3D GoogleEarth\u00a0\u00bb<\/del>\n<ul>\n<li><del><a title=\"http:\/\/www.youtube.com\/watch?v=8B1ChnTReOo\" href=\"http:\/\/www.youtube.com\/watch?v=8B1ChnTReOo\" target=\"_blank\" rel=\"noopener\">http:\/\/www.youtube.com\/watch?v=8B1ChnTReOo<\/a><\/del><\/li>\n<\/ul>\n<\/li>\n<li><del>Besoin :<\/del>\n<ul>\n<li><del>Autocad 3DS Max =&gt; Pierre prend une licence \u00e9tudiant. [Installation]<\/del><\/li>\n<li><del>3D Ripper\u00a0 :<\/del>\n<ul>\n<li><del><a title=\"http:\/\/www.deep-shadows.com\/hax\/3DRipperDX.htm#Download\" href=\"http:\/\/www.deep-shadows.com\/hax\/3DRipperDX.htm#Download\" target=\"_blank\" rel=\"noopener\">http:\/\/www.deep-shadows.com\/hax\/3DRipperDX.htm#Download<\/a><\/del><\/li>\n<\/ul>\n<\/li>\n<li><del>GoogleEarth 6.1 DirectX 9 (voir 6.2 en th\u00e9orie)<\/del>\n<ul>\n<li><del>Les vieilles versions sont l\u00e0 :<\/del><\/li>\n<li><del><a title=\"https:\/\/support.google.com\/earth\/answer\/168344?hl=fr\" href=\"https:\/\/support.google.com\/earth\/answer\/168344?hl=fr\" target=\"_blank\" rel=\"noopener\">https:\/\/support.google.com\/earth\/answer\/168344?hl=fr<\/a><\/del><\/li>\n<\/ul>\n<\/li>\n<li><del>NB : Fonctionne de temps en temps quand on bascule de Plein \u00e9cran \u00e0 fen\u00eatre (F11) et que l&rsquo;on appuis rapidement plusieurs fois sur F12, \u00e9ventuellement en r\u00e9activant la fen\u00eatre (clic barre cadre Windows )<\/del><\/li>\n<li><del>NB : Pas de plugin pour Autodesk 3DS Max 2012 =&gt;<\/del>\n<ul>\n<li><del>FUCK !!!!!<\/del><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Recherche STEREO PHOTOGRAMETRIE :\n<ul>\n<li><del>Open source :http:\/\/www.cs.cornell.edu\/~snavely\/bundler\/bundler-v0.4-manual.html<\/del>\n<ul>\n<li><del>Comme d&rsquo;hab : compliqu\u00e9, plein de sous programme\/composant \u00e0 t\u00e9l\u00e9charger et ne fonctionne que sous LINUX .<\/del><\/li>\n<li><del>FUCK !!!!!<\/del><\/li>\n<\/ul>\n<\/li>\n<li><del>INSIGHT3D : <a title=\"http:\/\/insight3d.sourceforge.net\/\" href=\"http:\/\/insight3d.sourceforge.net\/\" target=\"_blank\" rel=\"noopener\">http:\/\/insight3d.sourceforge.net\/<\/a><\/del>\n<ul>\n<li><del>Permet de synchroniser les photos et trouver l&rsquo;angle de prise de vue de chaque photos.<\/del><\/li>\n<li><del>Permet de d\u00e9finir des polygones sur lesquels seront mapp\u00e9 (avec la bonne anamorphose) les \u00e9l\u00e9ments des photos.<\/del><\/li>\n<li><del>Pas mal, mais jusque l\u00e0 impossible \u00e0 exporter &#8230;<\/del><\/li>\n<li><del>FUCK !!!!!!!!<\/del><\/li>\n<\/ul>\n<\/li>\n<li>Recap Pro :\n<ul>\n<li>Un module Autodesk ReMake qui fait la m\u00eame chose que SFM &#8230; en mieux. Il est inclus dans le package Recap d&rsquo;autodesk\n<ul>\n<li>https:\/\/remake.autodesk.com\/about<\/li>\n<li>https:\/\/www.autodesk.fr\/products\/recap\/subscribe?plc=RECAP&amp;term=1-YEAR&amp;support=ADVANCED&amp;quantity=1<\/li>\n<li>390\/an (autodesk est il necessaire ?)<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>VisualSFM :\n<ul>\n<li><a title=\"http:\/\/ccwu.me\/vsfm\/\" href=\"http:\/\/ccwu.me\/vsfm\/\" target=\"_blank\" rel=\"noopener\">http:\/\/ccwu.me\/vsfm\/<\/a><\/li>\n<li>le kit haute reconstruction dense : <a title=\"http:\/\/www.visual-experiments.com\/demos\/sfmtoolkit\/\" href=\"http:\/\/www.visual-experiments.com\/demos\/sfmtoolkit\/\" target=\"_blank\" rel=\"noopener\">http:\/\/www.visual-experiments.com\/demos\/sfmtoolkit\/<\/a>\n<ul>\n<li>mettre les fichiers :\n<ul>\n<li>cmvs.exe<\/li>\n<li>genOption.exe<\/li>\n<li>PMVS2.exe<\/li>\n<li>pthreadVC2.dll<\/li>\n<\/ul>\n<\/li>\n<li>Dans le r\u00e9pertoire de VisualFM<\/li>\n<\/ul>\n<\/li>\n<li>Une vid\u00e9o du process complet avec import dans Blender :\n<ul>\n<li><a href=\"http:\/\/www.youtube.com\/watch?v=V4iBb_j6k_g\" target=\"_blank\" rel=\"noopener\"> http:\/\/www.youtube.com\/watch?v=V4iBb_j6k_g<\/a><\/li>\n<\/ul>\n<\/li>\n<li>Visual SFM \u00e0 besoin de s\u00e9rie de photos, de pr\u00e9f\u00e9rence \u00ab\u00a0contigu\u00ebs\u00a0\u00bb pour g\u00e9n\u00e9rer la 3D st\u00e9r\u00e9o : il existe un logiciel qui \u00e0 partir d&rsquo;un film (.avi; .mpg) g\u00e9n\u00e8re cette succession de photos (.jpg) : <a title=\"https:\/\/www.ffmpeg.org\/\" href=\"https:\/\/www.ffmpeg.org\/\" target=\"_blank\" rel=\"noopener\">FFmpeg<\/a><\/li>\n<li>Didacticiels :<\/li>\n<li><a href=\"http:\/\/wedidstuff.heavyimage.com\/index.php\/2013\/07\/12\/open-source-photogrammetry-workflow\/\" target=\"_blank\" rel=\"noopener\">http:\/\/wedidstuff.heavyimage.com\/index.php\/2013\/07\/12\/open-source-photogrammetry-workflow\/<\/a><\/li>\n<li><a href=\"https:\/\/www.youtube.com\/watch?v=SHa_LBIzDac\" target=\"_blank\" rel=\"noopener\">https:\/\/www.youtube.com\/watch?v=SHa_LBIzDac<\/a><\/li>\n<li><a href=\"http:\/\/www.academia.edu\/3649828\/Generating_a_Photogrammetric_model_using_VisualSFM_and_post-processing_with_Meshlab\u00a0\" target=\"_blank\" rel=\"noopener\">http:\/\/www.academia.edu\/3649828\/Generating_a_Photogrammetric_model_using_VisualSFM_and_post-processing_with_Meshlab\u00a0<\/a>\n<ol>\n<li>Cr\u00e9er un fichier .txt avec la liste des photos \u00e0 charger (1 photo par ligne, photos dans le m\u00eame r\u00e9pertoire que ce fichier =&gt; pas de chemin \u00e0 mettre)\n<ol>\n<li>Script.bat a mettre \u00e0 la racine du r\u00e9pertoire photo\u00a0 :<\/li>\n<li>dir \u00ab\u00a0C:\\Users\\Yves\\Documents\\VisualSFM\\Warhamer\\test modelisation 3D warhammer\u00a0\u00bb\u00a0 \/B \/O:NEG &gt; listefiles.txt<\/li>\n<li>virer de la liste les fichiers non-image.<\/li>\n<\/ol>\n<\/li>\n<li>Chargement image : File =&gt; fichier texte de la liste des photos.<\/li>\n<li>Synchro des image : SFM =&gt; Pairwise Matching =&gt;\n<ol>\n<li>Compute(\/Update) Pairewise.<\/li>\n<li>Si photos s\u00e9quentielles =&gt; Compute SequenceMatch<\/li>\n<li>Si fichier texte avec liste de paires : nom1.jpg[espace]nom2.jpg[retour chariot] =&gt; Compute Specified Match<\/li>\n<\/ol>\n<\/li>\n<li>SFM =&gt; Reconstruct Sparce (faible densit\u00e9)<\/li>\n<li>SFM =&gt; Reconstruct Dense (CMVS) =&gt; nom fichier TOTO (les r\u00e9pertoires de donn\u00e9es seront cr\u00e9es au m\u00eame endroit)<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"text-decoration: underline;\"><strong>CMPMVS :<\/strong><\/span> s&rsquo;associe \u00e0 VisualSFM et travail sur les fichiers de sortie de VisualSFM\n<ul>\n<li><a href=\"http:\/\/ptak.felk.cvut.cz\/sfmservice\/websfm.pl?menu=cmpmvs\">http:\/\/ptak.felk.cvut.cz\/sfmservice\/websfm.pl?menu=cmpmvs<\/a><\/li>\n<li>D\u00e9mo : avec Blender : <a href=\"https:\/\/www.youtube.com\/watch?v=ZRTEMKS3Sw0\">https:\/\/www.youtube.com\/watch?v=ZRTEMKS3Sw0<\/a><\/li>\n<li><\/li>\n<li>Dans SFM : au moment de la \u00ab\u00a0Dense Reconstruction\u00a0\u00bb Cr\u00e9er un repertoire en \u00ab\u00a0CMP-MVS\u00a0\u00bb<\/li>\n<li>aller dans : \u00ab\u00a0Chemin_vers_photos\\Nom_du_repertoire_CMVS.nvm.cmp\\00\u00a0\u00bb<\/li>\n<li>On y trouve le fichier \u00ab\u00a0mvs.ini\u00a0\u00bb<\/li>\n<li>Nb installation en \u00ab\u00a0C:\\Program Files (x86)\\CMPMVS_0_6_0\u00a0\u00bb sur mon PC, le programme \u00ab\u00a0CMPMVS.exe \u00a0\u00bb sera lanc\u00e9 de ce r\u00e9pertoire en DOS.<\/li>\n<li>Lancer le traitement avec la commande\u00a0 :<\/li>\n<li><span style=\"color: #000080;\">CMPMVS \u00ab\u00a0Chemin_vers_photos\\Nom_du_repertoire_CMVS.nvm.cmp\\00\\mvs.ini\u00a0\u00bb<\/span><\/li>\n<li>allez dans :<\/li>\n<li><span style=\"color: #000080;\">\u00ab\u00a0Chemin_vers_photos\\Nom_du_repertoire_CMVS.nvm.cmp\\00\\data\\_OUT\\<\/span><\/li>\n<li>On y trouve :\n<ul>\n<li>un fichier \u00ab\u00a0video.avi\u00a0\u00bb qui donne un bon aper\u00e7u de la r\u00e9alisation.<\/li>\n<li>des fichiers .ply et .wrl qui pourront \u00eatre import\u00e9s dans Meshlab (ou bien unity directement ?)<\/li>\n<li>un r\u00e9pertoire : \u00ab\u00a0\\Simplified10\\\u00a0\u00bb o\u00f9 se trouve les m\u00eames fichiers dans une r\u00e9solution r\u00e9duite par un facteur de 10.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li><span style=\"text-decoration: underline;\"><strong>MESHLAB avec CMPMVS<\/strong><\/span>\n<ul>\n<li>Dans MESHLAB =&gt; File =&gt; Open Project =&gt;\u00a0 dans le repertoire <span style=\"color: #000080;\">Chemin_vers_photos\\Nom_du_repertoire_CMVS.nvm.cmp\\00\\data\\_OUT\\<span style=\"color: #ff0000;\">meshTextured.wrl<\/span>\u00ab\u00a0<\/span><\/li>\n<li>Supprimer les mesh des cam\u00e9ras (boutons vers la droite : commentaires au survol ci-dessous)\n<ul>\n<li>Select Vertexes + selection de la zone rectangulaire<\/li>\n<li>Delete the current set of vertices<\/li>\n<\/ul>\n<\/li>\n<li>Export Mesh as (relever les fichiers de texture) :\n<ul>\n<li>soit .obj<\/li>\n<li><del>Soit .dae (Pbs avec texture : tout noir)<\/del><\/li>\n<li><del>Soit .dfx<\/del><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li><span style=\"text-decoration: underline;\"><strong>MESHLAB sans CMPMVS<br \/>\n<\/strong><\/span><\/p>\n<ol>\n<li>Dans MESHLAB =&gt; File =&gt; Open Project =&gt;\u00a0 dans le repertoire TOTOMvs.nvm.cmvs =&gt; 00 (1 rep par 50 photos) fichier : bundle.rd.out Puis le fichier texte de la liste des photos utilis\u00e9es dans VisualFM<\/li>\n<li>Cela ouvre les points et les photos avec les points mapp\u00e9s dessus (en mode Sparce)<\/li>\n<li>D\u00e9truire cette Mesh: clic droit Delete Current Mesh<\/li>\n<li>Remplacer par la Dense : File =&gt; Import Mesh =&gt; TOTOMvs.nvm.cmvs =&gt; 00 =&gt; model =&gt; option-0000.ply.<\/li>\n<li>Si plus de 50 photos =&gt; plusieurs fichiers .ply , les importer et les fusionner. Clic Droit sur l&rsquo;une des mesh : Flatten Visible Layers (check Keep Unreferenced Vertices).<\/li>\n<li>Simplifier la structure de points : Filter =&gt; Sampling =&gt;<\/li>\n<li>Clean Up :\n<ol>\n<li>Edit =&gt;Select Vertex<\/li>\n<li>Filter =&gt; Selection =&gt; Delete selected Vertices<\/li>\n<\/ol>\n<\/li>\n<li>Sanity Check Camera :\n<ol>\n<li>View=&gt; Show Layer &amp; Show Raster<\/li>\n<li>Render =&gt; Show Camera\n<ol>\n<li>Param : Scal Factor : 0.001<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<\/li>\n<li>Meshing : Filter \u2013&gt; Points \u2013&gt; Surface Reconstruction: Poisson\n<ol>\n<li>\n<div class=\"ff0\"><span class=\"g\"><span class=\"a\">Use <\/span><\/span><span class=\"a\">\u201cFilters-&gt;Point Set-&gt;Surface Recons<span class=\"l6\">truction Poisson\u201d and set Octr<span class=\"l6\">ee Depth to 10. (If this<\/span><\/span><\/span><span class=\"g\"><span class=\"a\">fails, you may need to use \u201cFilters<\/span><\/span><span class=\"a\">-&gt;Point Set-&gt;Compute Normals\u201d first (Camera Normals semble bien fonctionner))<\/span><\/div>\n<\/li>\n<li>Octree : Max avant saturation m\u00e9moire : 10 ? 11? 12?<\/li>\n<li>Solver divide : 7 ?<\/li>\n<li>Sample per Node : 1<\/li>\n<li>Surface Offsetting : 1<\/li>\n<\/ol>\n<\/li>\n<li>Fix Manifold Hedge :\n<ol>\n<li>Filters \u2013&gt; Selection \u2013&gt; Select Non-Manifold edges<\/li>\n<li>Filter =&gt; Selection =&gt; Delete selected Vertices<\/li>\n<\/ol>\n<\/li>\n<li>Param\u00e9tre Texture :\n<ol>\n<li>Filter \u2013&gt; Texture \u2013&gt; Parameterization from registered rasters<\/li>\n<li>Use distance Weight : OK<\/li>\n<li>Use Image border Weight : OK<\/li>\n<li>Clean Isolate Triangle : OK<\/li>\n<li>Texture Gutter = 4<\/li>\n<\/ol>\n<\/li>\n<li>Projeter Textures :\n<ol>\n<li>Filter \u2013&gt; Texture \u2013&gt; Project active rasters color to current mesh<\/li>\n<li>Nom fichier de sortie de la texture<\/li>\n<li>Pixel Size Image : 512 \/ 1024 \/ 2048 \/ 4096 \/ 8192<\/li>\n<li>Reste des Param\u00e8tres par default : OK<\/li>\n<\/ol>\n<\/li>\n<li>Export mesh as :\n<ol>\n<li>.obj<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"text-decoration: underline;\"><strong>Dans Unity :<\/strong> <\/span>\n<ol>\n<li>Import comme Asset\u00a0 dans Unity + la\/les\u00a0 textures.\n<ol>\n<li>\u00ab\u00a0projet\u00a0\u00bb.nvm.cmp\\00\\data\\out<\/li>\n<li>Fichiers :mesh : meshAvImgCol.ply<\/li>\n<li>Fichier Texture : meshAvImgTex.wrl_0.png<\/li>\n<\/ol>\n<\/li>\n<li>Associer la texture \u00e0 chaque level de Mesh de l&rsquo;objet\n<ol>\n<li>Select Mesh<\/li>\n<li>Mesh Render (Add Componet\u00a0 Mesh =&gt; Mesh Render)<\/li>\n<li>D\u00e9velopper Material =&gt; glisser texture ou glisser texture directement sur la mesh.<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<h2>CMPMVS dans BLENDER<\/h2>\n<\/li>\n<li><del>ARC 3D :<\/del>\n<ul>\n<li><del><a href=\"http:\/\/homes.esat.kuleuven.be\/~visit3d\/webservice\/v2\/index.php\" target=\"_blank\" rel=\"noopener\">http:\/\/homes.esat.kuleuven.be\/~visit3d\/webservice\/v2\/index.php<\/a><\/del><\/li>\n<li><del>vid\u00e9o tutorial : <a href=\"http:\/\/www.youtube.com\/watch?v=56wuxAKBhME\" target=\"_blank\" rel=\"noopener\">http:\/\/www.youtube.com\/watch?v=56wuxAKBhME<\/a><\/del><\/li>\n<li><del>En fait un Web service =&gt; pas autonome.<\/del><\/li>\n<li><del>FUCK !!<\/del><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Dragon :\n<ul>\n<li><span style=\"color: #000080;\">CMPMVS \u00ab\u00a0<\/span>C:\\Users\\Yves\\Documents\\VisualSFM\\Dragon\\Dragon.nvm.cmp\\00\\<span style=\"color: #000080;\">mvs.ini\u00a0\u00bb<\/span><\/li>\n<li><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p>Exemples :<\/p>\n<ul>\n<li>Vid\u00e9o de d\u00e9part :<a href=\"http:\/\/www.blue-bears.com\/blog\/wp-content\/uploads\/2014\/11\/IMG_0040.mov\">IMG_0040<\/a><\/li>\n<li>D\u00e9compos\u00e9e en 84 Images ( 1 par sec)<\/li>\n<li>Temps de traitement total : environ 40 minutes<\/li>\n<li>R\u00e9sultat :<div style=\"width: 1170px;\" class=\"wp-video\"><!--[if lt IE 9]><script>document.createElement('video');<\/script><![endif]-->\n<video class=\"wp-video-shortcode\" id=\"video-2163-1\" width=\"1170\" height=\"658\" preload=\"metadata\" controls=\"controls\"><source type=\"video\/mp4\" src=\"http:\/\/www.blue-bears.com\/blog\/wp-content\/uploads\/2014\/11\/UnityVillaFinaleHD1.mp4?_=1\" \/><a href=\"http:\/\/www.blue-bears.com\/blog\/wp-content\/uploads\/2014\/11\/UnityVillaFinaleHD1.mp4\">http:\/\/www.blue-bears.com\/blog\/wp-content\/uploads\/2014\/11\/UnityVillaFinaleHD1.mp4<\/a><\/video><\/div>\n<p><div style=\"width: 1170px;\" class=\"wp-video\"><video class=\"wp-video-shortcode\" id=\"video-2163-2\" width=\"1170\" height=\"658\" preload=\"metadata\" controls=\"controls\"><source type=\"video\/mp4\" src=\"http:\/\/www.blue-bears.com\/blog\/wp-content\/uploads\/2014\/11\/UnityVillaGrayHD1.mp4?_=2\" \/><a href=\"http:\/\/www.blue-bears.com\/blog\/wp-content\/uploads\/2014\/11\/UnityVillaGrayHD1.mp4\">http:\/\/www.blue-bears.com\/blog\/wp-content\/uploads\/2014\/11\/UnityVillaGrayHD1.mp4<\/a><\/video><\/div><\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>L&rsquo;objectif est de capturer les formes 3D mapp\u00e9 des textures des immeubles de Google Map pour int\u00e9grer les immeubles dans une simulation. [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[24,18],"tags":[],"class_list":["post-2163","post","type-post","status-publish","format-standard","hentry","category-creation-3d","category-idees-diverses"],"_links":{"self":[{"href":"http:\/\/www.blue-bears.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/2163","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.blue-bears.com\/blog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.blue-bears.com\/blog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.blue-bears.com\/blog\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.blue-bears.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2163"}],"version-history":[{"count":42,"href":"http:\/\/www.blue-bears.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/2163\/revisions"}],"predecessor-version":[{"id":3353,"href":"http:\/\/www.blue-bears.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/2163\/revisions\/3353"}],"wp:attachment":[{"href":"http:\/\/www.blue-bears.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2163"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.blue-bears.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2163"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.blue-bears.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2163"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}