How to import .bvh to the existing armature?
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How to import .bvh to the existing armature?
Dear all,
Is it posible to import .bvh (mocap) to the existing armature? Please help.
SkyMaster
Is it posible to import .bvh (mocap) to the existing armature? Please help.
SkyMaster
-
- Posts: 0
- Joined: Thu Jun 10, 2004 5:53 am
you could try to start read here about "constraints"
http://www.blender.org/modules/document ... 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/document ... c6624.html
http://www.blender.org/modules/document ... 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/document ... c6624.html
Last edited by sten on Tue Aug 10, 2004 5:41 am, edited 1 time in total.
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

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

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.
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.
Halfway down the trail to hell....
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.
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.
Website: http://www.shadeless.dk
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
Cheers,
Bob
Halfway down the trail to hell....