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Author Topic: Anim8or Meshes put through Their Paces With BVH  (Read 60505 times)

headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #15 on: December 02, 2008, 03:51:44 am »

Couple more examples.

Babes In Toyland dancing ringaroundtherosie

http://video.google.com.au/videoplay?docid=-2234351015374983586
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Francesco

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #16 on: December 02, 2008, 05:58:10 pm »

The writing on the cab is frightening... but the animation is awesome, I really have to give a try to those BVH files, well done and thanks for pointing them out!
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #17 on: December 07, 2008, 04:03:57 am »

Thanks Franceso :)

I aim to displease has become my motto. Heh. I'm still looking forward to playing with the deformation mesh script you wrote over the holiday break. Thankyou.
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Francesco

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #18 on: December 07, 2008, 10:11:00 am »

Quote from: headwax
I aim to displease has become my motto.
Uh? Isn't that a paradox just like "I'm happy to be unhappy"? Eh, if you find someone that is pleased by your motto, the motto itself breaks in that case ;)

Quote from: headwax
I'm still looking forward to playing with the deformation mesh script you wrote over the holiday break. Thankyou.
Mmm, maybe this part should be addressed to Kubajzz, who made the deform script - unless you meant to speak about my magnet scripts, that actually deform the meshes -  but there too, I use to have work breaks among holidays, and not the other way around, and this would confirm that you were mistaken ;)

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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #19 on: December 10, 2008, 07:37:30 pm »

Heh :)

You are speaking like a mathematics man.

I think of your magnetic scripts as deformation scripts. :) But you are right, I should be more specific about scripts that I will use whilst having work breaks during my holidays.

Heh. There I waz thinking I was gut at english!!!

Can you right a script that imports bvh into anim8or :) :) :) please.
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kreator

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #20 on: December 11, 2008, 02:47:53 am »

Quote
if Steve`s watching.... or reading, BVH imports to Anim8or bones would be nice....or should that be in another wishlist???
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Francesco

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #21 on: December 11, 2008, 05:56:54 am »

Ouch! You're right, I didn't think about interpreting your sentence that way, which is fine as well. Anyway, that's a small misunderstanding, easily worked out ;-)

About the BVH files, I thought there already was a converter/importer... didn't you base your animation on a BVH file? I think I missed something.

Maybe there is a chance that Anim8or could already import figures and animations in some format for which there is already a BVH converter, I'll investigate it and I'll let you know, seems like this feature could be interesting for many people. [Edit: Just checked out and realised that Anim8or only imports its own formats, as for figures and animations... well, I might have a try at writing an appropriate converter]

Good continuation.
« Last Edit: December 11, 2008, 06:54:06 am by Francesco »
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #22 on: December 11, 2008, 05:34:14 pm »

Hey Kevin, I'm sure Steve has a little notebook. I don't like to ask for too much as he has given us so much already!

Francesco, presently I am doing all my meshes in anim8or and some renders in carrara. Carrara, truespace etc import bvh and you can make them work after a bit/lot of fiddling.

BVH files have the option of coming with their own skeleton. The downside is the amount of informatio. Each joint is keyframed at ???????? every second???????? which means that adapting them is a nightmare if you want to tweak them. But that's the fun!!!!

Small update for disaster. But I'll post it here cause it's all about bvh and tweaking.....

http://vimeo.com/2497941

I should have dropped the spec on the santa suit but forgot :)

The meshes are available for download on another thread here.

Warning, violence and adult themes. PG recommended!!

cheezels.
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kreator

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #23 on: December 12, 2008, 02:40:53 am »

Jez Poor Old Santa!.....See what you mean by the specular...... I get the same Collarbone distortion with the model, when he`s rigged, and also "brewers droop arms" why is that??
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #24 on: December 12, 2008, 03:37:14 am »

:)

Brewer's droop arms :) Classic.

I thought it was cause I put the collerbone joint in the wrong place, but maybe the shoulder could do with a traingular configuration like the elbow.

Mp3d would know. Probably hihosilver. Maybe bobg, if they are listening.

I'll have a play with bone positions first :)
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #25 on: December 12, 2008, 04:05:14 am »

those extra triangular cuts help.

alos lifted the shoulder a tad.

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Francesco

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #26 on: December 12, 2008, 08:28:22 am »

25% done - just completed the loader. Now I have to convert the BVH nodes into Anim8or bones, convert the motion section into a sequence and finally save everything into a an8 project.
It is going to be a standalone C++ converter and not a script. I hope not to get stuck and to release it in a short while.
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lynn22

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #27 on: December 12, 2008, 01:40:10 pm »

Headwax, your Santa looks quite a cheery chappy and his shoulders are looking fine.

Francesco, I'm curious to try out your conversion when you're done, quite a job you have taken on.

Sorry I didn't post for a while but  I got a new PC with great specs - no, not glasses for you British readers.
Took forever to transfer between the old and the new PC but I'm back again .... oops, maybe this is not good news ;D
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hihosilver

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #28 on: December 13, 2008, 01:34:59 am »

Here's a great article that addresses shoulder topology at one point.

Here's one that's much more specific

I find that the second one does a good job of representing some good topology.  Basically, there's somewhat of a cap where a person's muscle flows (though I feel cap is a bad word for it, because that might cause people to simply extrude which is what you should NOT do.)
Using triangles is not the best way for shoulders, I would advise something a bit different as in the first link (I feel it effectively uses a very small amount of polygons while still keeping good form.)

Keep up the good work, and I hope that helped a bit :)
« Last Edit: December 13, 2008, 03:32:03 am by hihosilver »
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #29 on: December 13, 2008, 02:07:26 am »

Francesco wrote

Quote
25% done - just completed the loader. Now I have to convert the BVH nodes into Anim8or bones, convert the motion section into a sequence and finally save everything into a an8 project.
It is going to be a standalone C++ converter and not a script. I hope not to get stuck and to release it in a short while.

Hay! I'm impressed. :) I didn't think it could be done. When you finish it I reckon it will change the face of anim8or!  Thankyou Francesco!

Lynn,

Nice to see you back and thanks for the kind comment on my santa's shoulder's. And he is a cheering chappy, courtesy of his love for port and cake....
 

Hiho,

Much obliged for the input and the link. I'll check it out! Always value your thoughts cause you have much better brains than me ..... Just think how smart you'll be when you get to my age!!
 
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