View Full Version : 3d people in motion
Gayarre 10-02-2007, 11:48 AM Iīm interested in architectural visualization and I just want to use .bvh, mocap, or .fbx files to animate people in our projects.
I think there a lot of that kind of predefined movements to apply to a 3d model.
I donīt want to create my own movements.
Iīd spent some weeks looking about answers in all the posts and I didnīt find them anywhere. And we didnīt find an easy and effective way to get it.
Also we were trying several ways to get it. Now I resume you our conclusions:
To import these predefined .bvh files we need to use POSER :
1. Create a movement in POSER > export .bvh > import in EIU
CONCLUSION: The movements are not really natural. Some times the geometry of our 3D-LEONARDO-MODELS are broken a little bit.
2. Import a .bvh in POSER > export .bvh > import in EIU
CONCLUSION: Some times the geometry of our 3D-LEONARDO-MODELS are broken a little bit, because itīs difficult to scale the movement and the geometry. The movements are more natural.
3. Import .fbx files in EIU
CONCLUSION: Normally these files doesnīt begins in LEONARDO position.
So, weīre thinking in 2 new ways :
4. Import the .bvh files in C4D > export .fbx > import in EIU
5. Use Motion Builder to import or create > export .fbx to EIU
Any idea of how to do it or another way testes that it works it could be very apreciated.
Thanks in advance !
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frogjackson
10-04-2007, 08:26 AM
Hi there, the question of animated people is bugging me at present. I've been digging around to find 'off the shelf' resources to use in architectural animations. My findings conclude that a decent textured T-Pose model from the likes of Axyz-design and a decent set of .bvh motion data can be set up to work pretty well.
However, every character and motion requires money so it lead me to look at Poser again. We used to use it back in version 1 to 3. Just for still people. Was never happy with the 'realism' of the figures, clothes etc.
But I've just donwloaded the demo of version 7 and its come such a long way it makes me think Poser is the app I need to create multiple people and walks.
But then I read your experiences and wonder whether it is the right way to go. My understanding is that from Poser you export an obj file (with textures), then export the bvh motion from whatever walk you've created, then import the obj to Obj2Fact and then into ei and attach the .bvh motion data.
But it sounds like your experience is that the process is not quite there - or am I reading this wrong ?
Our version of Poser is so old I'd have to buy a new copy from scratch which I don't want to do if It won't help me out.
Not familiar with MotionBuilder (but again I have the demo), can you export an fbx file, with motion, with character, with UV mapped textures and bring it straight into EI without any hassle. If so then that process would seem better than the Poser through obj route.
Yours, still confused
James
AVTPro
10-04-2007, 09:02 AM
Sorry I can't do any heavy tech support here cause I'm working on a project.
However, this really shouldn't be that difficult and I have been noticing alot of the same problems.
http://forums.cgsociety.org/showthread.php?p=4679282#post4679282
1. Import your model. Separately.
2. Import your motions.
3. Match them up and skin them. (?)
4. if you have some problem because the motion or the geometry doesn't match a T-pose, then edit one or the other to make it fit. There's plenty methods of fixing both in EI.
5. Buy my DVD (skip 1-4)
Please show photos next time guys. Pictures say a 1000 words.
frogjackson
10-04-2007, 09:47 AM
I thought you'd recalled your DVD Alonso - too many secrets etc...
What you mention is what I've done with the Axyz-design models. I didn't spend too much time on it but roughly positioned the bones with the model and off it went quite realistically.
With Poser, and its new texture capabilities I'm now wondering whether you can export an obj with all the textures mapped correctly as a single figure. As I understand it to skin you need a single character rather than individual body parts.
As this Poser demo doesn't export I can't test out what sort of obj I'll get.
Soon as I get a job where moving people are a must I'll be ordering your DVD !
Cheers
James
AVTPro
10-04-2007, 10:27 AM
Recall because the product is better than I expected. hhaha. That'll work.
I believe O2F will separate part into material. My partner and I ran Ramjac through it's paces on a huge job. We found a bug and Ramjac (Jens and Patrick) fixed it over the weekend.
They are very response team of masters and a benefits to EIAS production workflow. O2F can probably whip circles around an poser model. Matter of fact, I have done a nice IK spine rig for Jens once. One of the best fully textured human model I have yet seen.
As far as the DVD, I wouldn't wait until a biomechanics skeletal rigging project became paramount before I do research and development (or study). I'm rigging a character with tons of parts and I made the DVD... and it's still a real monkey.
Unless you have some inhuman IQ stats, you would only disappoint yourself...especially with a deadline.
BTW...JENS and PAT...you kick freak'n ASS!!!
AVTPro
10-04-2007, 10:52 AM
BTW,
the purpose of the DVD is not so much sales as it is support. Better support will make EI users happier while using the program. In turn I believe they will better support EI. Then EI with better support from users, will better support users. (Kind of a loop thing)
Plus, I think it would be stupid of me to waste all I learned without passing it on...if I start using Maya more.
frogjackson
10-04-2007, 11:07 AM
I hear you Alonso - positive loops are the way to go. And I echo your sentiment to RamJac, Jens and Patrick are really on the ball.
Gayarre
10-07-2007, 10:05 AM
Thanks for your points of view !
I think that Poser ( I donīt know version 7) makes no naturally movements that Iīm supposed to be. And also when I import to EIU, it seems that the translation makes that the final movement at EIU is not the same like originally in Poser.
The other way, Motion Builder, I didnīt test it so, I donīt know yet which is the correct way to get it what I want.
This is my last resume:
MAKING MOVEMENTS FROM THE APPS:
1. Poser (until version 6) doesnīt be the solution. Unnaturally movements.
2. Motion Builder, I donīt know.
USING .BVH OR .FBX FILES PRE GENERATED AND IMPORTING IN EIU VIA:
1. with Poser > Some results but difficult to adjust geometry and movements of different origins.
2. with Motion Builder, I donīt know
Iīll purchase Alonzoīs DVD but I donīt know if it would be the solution for my proposals.
AVTPro
10-09-2007, 07:19 PM
Thanks for the purchase of the DVD Juan. It went out yesterday.
As a courtesy, since this is a common problem, I'm going to do a free tutorial in a week or so, when I am done with this project.
So I will use motion with no T-Pose, (DaVinci) and geometry without a T-pose, then match them up.
Gayarre
10-09-2007, 07:22 PM
Thank you !
Good luck with the project !
Jens C. Möller
10-10-2007, 07:02 AM
O2F has multiple options how to deal with materials. You can merge objects with equal materials into one group in animator. If you come from Poser you will find that it is not possible in most cases to use a single mesh, since most often the head and the rest of the body is textured with different textures, and since you can only have one UV space in Animator you will end aith at least a head obejct and a body object. There is also an option in O2F to seperate a single mesh into diffrent objects based on assigned materials, since a mesh in Poser can have more than one material, like the lips on the head mesh. In my experience it is not ncessary to work with a single mesh in Animator. If all groups share the same sets of bones they will also deform the same way without seams becoming visible.
Jens
halfworld
10-10-2007, 03:17 PM
http://www.eitechnologygroup.com/forums/viewthread/277/
I'm obviously in the same boat as you :)
Ian
AVTPro
10-10-2007, 07:22 PM
O2F is a production worthy tool, an EI must.
Haven't checked, can export separate models in Animator as single group?
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