Posted: Mon Aug 09, 2004 6:05 pm
Joined: 10 Jun 2004
Posts: 6
Dear all,
Is it posible to import .bvh (mocap) to the existing armature? Please help.
SkyMaster
Posted: Mon Aug 09, 2004 6:15 pm
Joined: 13 Oct 2002
Posts: 330
I know with the latest Blender 2.34 has a import script for .bvh files, but how to make it work I dont know...
check File ---> Import ---> Motion Capture .bvh
Posted: Mon Aug 09, 2004 6:52 pm
Joined: 10 Jun 2004
Posts: 6
I tried that. It can import .bvh perfectly by create the hierachy of empties with IPO movement.
However, I do not know how to link these empties to the bones. Could anyone explain the process that I can use these empties IPO to apply to each bones of my armature?
Please help.
Posted: Mon Aug 09, 2004 9:08 pm
Joined: 13 Oct 2002
Posts: 330
you could try to start read here about "constraints"
http://www.blender.org/modules/documentation/htmlI/x7045.html
at the end of a armature in posemode, add an extra bone at the tip as a ika-guide, and to that one you can have a empty to parent it to..
so, Posemode --> select outer guidebone...in constrainpanel, add the name of the empty you want to have the movement as the bvh has...I hope it will help some...more docs in a link below:
http://www.blender.org/modules/documentation/htmlI/c6624.html
Last edited by sten on Tue Aug 10, 2004 4:41 am; edited 1 time in total
Posted: Mon Aug 09, 2004 9:11 pm
Joined: 13 Oct 2002
Posts: 330
btw...I moved this topic to "Animation" forum, it is better placed there
but actually, these questions are better answered (as a user) over at
www.elysiun.com, but I dont know if your question/s are development rated...
well, good luck
Posted: Tue Aug 10, 2004 1:23 am
Joined: 25 Feb 2003
Posts: 998
Hi, I wrote the BVH importer and exporter.
The best way is to go into pose mode with your existing armature and use constraints to make your armature's bones track to the empties, this can be tricky but has good results in the long run.
- Cam
Posted: Wed Aug 11, 2004 4:47 am
Joined: 07 Jan 2004
Posts: 92
Ideasman,
I had used your script to create one that makes an armature and animates it instead of empties. However, I don't have it quite right. If you have time, would you mind taking a look and help me find the bugs? Thanks for your time.
Cheers,
Bob
http://bane.servebeer.com/programming/blender
PS. Good work with the renderfarm script. I can't wait to try it out.
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Posted: Wed Aug 11, 2004 7:16 am
Joined: 25 Feb 2003
Posts: 998
BVH rotations are a megga pain- it could be todo with order you apply the rotations in (BVH isnt like blender)
Posted: Wed Aug 11, 2004 10:42 am
Joined: 07 Jan 2004
Posts: 92
ok, I'll look at the order of the rotations. I hadn't thought of that. Thanks!
Cheers,
Bob
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Posted: Sun Aug 22, 2004 11:19 pm
Joined: 26 Nov 2002
Posts: 543
I've applied a .bvh motion capture animation to an armature, which looked great, but as soon as I applied my mesh things got horribly wrong. The bones follow the right empties, but they are rotated wrongly along their local z axis. Is there a way to solve this?
My file is here:
http://www.shadeless.dk/files/mocap_boxer.zip
If the Bake command would let me bake Track To constraints I could manually adjust the bone rotations, but it doesn't seem to be possible.
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Website:
http://www.shadeless.dk
Posted: Tue Oct 26, 2004 1:53 am
Joined: 17 Mar 2004
Posts: 250
Posted: Tue Nov 02, 2004 7:47 am
Joined: 07 Jan 2004
Posts: 92
The problem that I'm running into with my bvh importer is that when the joints are not all in the same plane, some of bones get a roll induced in them that messes up the animation (usually along the z axis). This roll is a local roll, and when the world roll is applied from the BVH data, it gets all funky. I'm looking at zeroing this roll or adjusting the BVH data so that it's only a local roll, but I've been lazy and haven't done it yet.
Cheers,
Bob
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Halfway down the trail to hell....