FizixRichard
11-12-2009, 02:20 PM
Hi everyone,
I've been learning about animation recently and have created keyframe based animations. Today I decided to toy with Motion Capture animations.
I downloaded some animations from the CMU Animation Database, the Max friendly versions (http://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/3dsmax-friendly-release-of-cmu-motion-database).
I imported the BHV format and converted it to a BIP animation and then applied the BIP animation data to a biped and it works perfectly.
I am now in need with some help though, I thought it would be nice to toy around with an animated character in Unity (http://www.unity3d.com), to see how the mocap based animations look.
Now I have two seperate questions:
1. Editing the sequence so the biped is stationary
The motion capture sequence I converted is a run cycle, in the animation the biped is actually moving forward as well as animated in a run cycle. In order for the animation to work correctly, the biped needs to be stationary in Max.
So my question to the more experienced out there is this... how do you edit the animation sequence so that the biped (and thus character if its been rigged up) is stationary while the animation plays?
I tried selecting each keyframe and moving the character to a fixed position (x,y,z coordinates) but this didn't work and also would be cumbersome if I were using motions like a jump sequence.
2. Can you append more motion capture cycles to a biped?
Lets say I have a walk cycle, run cycle and jump cycle (each as seperate samples), can I append them to eachother, so on the timeline the walk animation comes first, then afterwards the run and then the jump at the end?
I've been learning about animation recently and have created keyframe based animations. Today I decided to toy with Motion Capture animations.
I downloaded some animations from the CMU Animation Database, the Max friendly versions (http://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/3dsmax-friendly-release-of-cmu-motion-database).
I imported the BHV format and converted it to a BIP animation and then applied the BIP animation data to a biped and it works perfectly.
I am now in need with some help though, I thought it would be nice to toy around with an animated character in Unity (http://www.unity3d.com), to see how the mocap based animations look.
Now I have two seperate questions:
1. Editing the sequence so the biped is stationary
The motion capture sequence I converted is a run cycle, in the animation the biped is actually moving forward as well as animated in a run cycle. In order for the animation to work correctly, the biped needs to be stationary in Max.
So my question to the more experienced out there is this... how do you edit the animation sequence so that the biped (and thus character if its been rigged up) is stationary while the animation plays?
I tried selecting each keyframe and moving the character to a fixed position (x,y,z coordinates) but this didn't work and also would be cumbersome if I were using motions like a jump sequence.
2. Can you append more motion capture cycles to a biped?
Lets say I have a walk cycle, run cycle and jump cycle (each as seperate samples), can I append them to eachother, so on the timeline the walk animation comes first, then afterwards the run and then the jump at the end?
