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Jack009
03-31-2005, 04:18 AM
HI,all.I know Messiah can load BVH,but i don't how apply the motion to my character.Can you tell all the detail. Thanks.

lmilton
04-05-2005, 04:56 PM
I don't have the docs in front of me, at the moment, but I'll try to give you a basic rundown. Keep in mind that I'm assuming that *you* have the docs on hand;)

When you load BVH files you are presented with a few options. You can either use:

Hierarchy with Embedded Motion - will create a hieararchy of nulls and/or a skeleton and add mocap data directly to that hierarchy.

If you choose to create a skeleton, a BoneDeform effect will automatically be created. All you have to do next is add your mesh as a target of that BoneDeform effect, and refit the skeleton as necessary. (see the docs for info on effect targets and modifying bones)

Alternatively, wether you've choosen nulls or skeleton, you can use that hierarchy to drive other hierarchies using the CycleBranch* functions. (see docs)

Hierarchy with MotionClip - will create a hierarchy of nulls or skeleton, while the mocap data will be converted to a separate MotionClip in Compose.

If you've chosen to create a skeleton, the same info given above applies.

When you go to Compose, you'll notice that there is a clip instance added to the Tracks port. You can modify this instance as you would any other, and it can be applied to any other group.

MotionClip - the mocap data will be converted to a MotionClip in Compose. No objects will be created.

Use this option if you have already created a hierarchy/group. Just apply the MotionClip to the Group. (see docs) This option is most useful if you already have a character in place and have multiple mocap files to apply. As long as the proportions are properly set, all you need to do is blend the clips.


I hope this info proves useful:)

-lyle

Jack009
04-06-2005, 03:41 AM
Thanks for your help.But i load Dance01.bvh (select Hierarchy with Embedded Motion -> Bone), the bone is like this.Why?

http://bbs.cgtop.net/attachment/Fid_147/147_7353.jpg

Suricate
04-06-2005, 10:23 AM
The bones look like this only in 'Setup' mode, you have to bring them into the right position to fit your character. In 'Animate' mode the animation will play fine. In more detail, you have to do this:

1. Load the BVH file.
2. Load your character.
3. Apply the bone deform effect to your character.
4. Move and rotate the bones to fit your character. IMPORTANT: In the 'Rest' tab of the bones, set 'XForm' to 'Off' for every bone that you manipulate, otherwise the animation gets overwritten.
5. Still in 'Setup' mode, go to frame 0 and create a key frame for all bones. The BVH file contains transformational data (xpos, ypos, zpos) only for frame 0, all the other data is rotational data (heading, pitch, bank). By creating keyframes at frame 0 you overwrite the original BVH data with your transformational data.
6. Go to 'Animate' mode and play the animation.

Hope that helps.

maks
04-06-2005, 01:57 PM
In addition to what Lutz said, I may point you to a very handy script from the motlib library: in animate mode go to the neutral pose of your bvh animation, usually frame 0, select all items in the hierarchy, open the script tray (F5) and double click the "motlib_CurrentToSetupNoUpdate" script. This will transfer this pose to setup without altering the animation. Now you have a good starting point for tweaking in setup, you can go on from there as Lutz described, by making sure that XForm is turned off for your hierarchy. :)

Jack009
04-06-2005, 02:43 PM
Hi Suricate, thanks for your help. Maks,your idea is very good!:)

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