Anim8or Community

Artwork => Finished Works and Works in Progress => Topic started by: headwax on November 11, 2008, 06:09:44 pm

Title: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on November 11, 2008, 06:09:44 pm
http://www.vimeo.com/2212897

Something for the self portrait comp at animanon. Some pre-existing meshes to be removed.

All modelling with anim8or. Rendered in carrara. .

There is no narrative as such. Think of it as thinking aloud ;)
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: kreator on November 12, 2008, 04:12:17 am
You getting the hang of these BVH`s !! arn`t you andrew !! I do like the Gnome?santa  bit is he building something? perhaps a loco...????

if Steve`s watching.... or reading, BVH imports to Anim8or bones would be nice....or should that be in another wishlist???
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on November 12, 2008, 07:12:09 pm
Thanks K for taking the trouble to respond.

Sant Gnome is holding place for the businessman sculpting himself.

I rendered the businessman as a pole dancer last night. I thought it would be very funny, but in the end he looks like he is you know whatting the pole - so I will not post it here in this family friendly environs...
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: VBSmiles on November 12, 2008, 08:11:58 pm
Well, don't know what BVH is. but wow that dancing model!
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on November 13, 2008, 01:47:04 am
Thanks VBSmiles,

BVH is http://www.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html

There  must be a multitude of files out there which mimick human and animal movement. Something which might take an anim8or several weeks to not get right can be done "perfectly" after a little work with these files.

You import a BVh file, it comes with a skeleton, which you must fit to your mesh and paint the weights etc. The file will take your mesh through the motions. The downside is the high rate of sampling. Every joint is sampled at small temporal intervals, so you have a lot of data that is hard to customize..... The trick is to 0veride the data to get the result you want.

Thanks for taking the time to comment.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Indian8or on November 13, 2008, 02:45:07 am
Wow!!  Having avid anim8ors like you really helps.  Thank you headwax for sharing this valuable piece of information.

With creativity, sky is the only limit (or not I guess).
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on November 13, 2008, 06:57:05 pm
Thanks Indian8or,

Sky is interesting thing. I keep fidning my characeters go through it and get sore heads in the process. Small updat tonight of the businessman as an angel and pole dancer :)
Title: Mature Content: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on November 14, 2008, 11:12:36 pm
Small update.


Mature audiences only please.

vimeo in high definition

http://vimeo.com/2240400

youtube

http://au.


check high quaity  if you like




Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: hihosilver on November 15, 2008, 01:38:59 am
Haha I did enjoy the pole dancing :p  hilarious.

The fallen angel was also very nice, I liked the use of volume shadows there.
The animations of course are still very 'sketchy' and as you probably know by now I'm a bit of a perfectionist and I always comment on this.
Your experimental work is interesting though, I enjoy it.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on November 15, 2008, 08:58:22 pm
:)

Thanks hiho. I appreciate a positive comment from a perfectionist. Wish I was one :)
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: 3D Joe Wiltshire on November 18, 2008, 03:10:36 pm
Very random, The pole dancing banker made me laugh, and I like to see the little details in animations, eg. Those spikes / candles, whatever they are in the picture above, are jauntily angled, increasing realism... It looks superb, and i've heard that human animation is very difficult.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on November 19, 2008, 05:26:51 pm
Thanks Joe! I'm sorry I missed your post. :(. Yes the angles of the points (they are teeth in the mouth of a cookoo clock) really made a big difference. Nothing is straight in real life, especially my teeth ;). The human animation are real life people who have been mapped with motion capture software. I think the trick is to use it in the right place.....

I'll post a finished video later.

Thanks for the kind comment.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on November 19, 2008, 10:55:57 pm
http://www.vimeo.com/2286091

Finished video. Comments and Criticisms welcome of course.

All the meshes are anim8or as are some of the renders. The tunnel sequences are done in anim8or, the round holes are made with transmaps.

Though it's a self portrait as such, the persona is slightly different to myself. I don't do pole dancing in my suit anymore.

I wear a leotard now. ;)

I hope you enjoy it.

edit what a crack up eh?

a few ot renders

Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: 3D Joe Wiltshire on November 21, 2008, 03:17:59 pm
Nice tree
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on November 22, 2008, 04:17:10 am
Thanks Joe. You can't tell, but it's upside down. I stuck an WIP avi of the metronome on a new thread Disaster TIME.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on December 02, 2008, 03:51:44 am
Couple more examples.

Babes In Toyland dancing ringaroundtherosie

http://video.google.com.au/videoplay?docid=-2234351015374983586
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Francesco 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!
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax 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.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Francesco 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 ;)

Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax 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.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: kreator 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???
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Francesco 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.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax 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.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: kreator 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??
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax 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 :)
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on December 12, 2008, 04:05:14 am
those extra triangular cuts help.

alos lifted the shoulder a tad.

Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Francesco 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.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: lynn22 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
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: hihosilver on December 13, 2008, 01:34:59 am
Here's a great article that addresses shoulder topology at one point. (http://www.theminters.com/misc/articles/derived-surfaces/index.htm)

Here's one that's much more specific (http://blenderartists.org/forum/showthread.php?t=70033&highlight=shoulder)

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 :)
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax 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!!
 
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Francesco on December 13, 2008, 06:44:24 am
Yes that's not a walk around the block, Lynn, but I like very much to take on challenges, even more if I'm really interested in the final result - which I am for sure. And welcome back! I think it's always a good day the new gear's day ;)

You're welcome Andrew, as I said above it's not a joke but it can be done. Just like you said, the most tricky part will be to manage all that amount of actual animation data, but I've got some ideas to work it out. I'm currently stuck on a crash due to a bug that is silly (I guess) and slippery (for sure).

Have good time people!
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: kreator on December 13, 2008, 09:45:52 am
Quote
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!!

Be a Conehead when he gets to my age!!

I`d like to see a program that will use bvh files that would be excellent.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Francesco on December 14, 2008, 10:52:21 am
Still a long way to go, but I think I have worked out most of the things I need to know to save the final .an8 converted file. Though, most of these things are still only in my mind - as for actual code, I've just fixed the bug I mentioned above, so far I only have the BVH loader complete.

More to come, as soon as I have something really working I will post it in a separate thread - thanks for hosting me in this topic so far Andrew ;)
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on December 15, 2008, 05:48:58 am
Kevin a Conehead :) ?

Francesco, thanks for doing that! It's sounds like a miracle :)

One request? Can we have an option to have the first frame as the default pose . IE with the bones set in the usual t-shape (or star shape) that a lot of figures are modelled in?

there is this program. http://davedub.co.uk/bvhacker/

I don't know if it is any help to you. But it gives you a choice of having frame 1 as the default pose. You might be able to tear it apart to see how it works ?????????

Cheerios



Random anim8or render :)

Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: kreator on December 15, 2008, 03:35:10 pm
conehead.....
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: hihosilver on December 15, 2008, 04:51:43 pm
Haha a conehead!?  I sure hope not...  might get in the way of my everyday activities.  Not to mention good look ;)
Francesco, that sounds great!  I love it when people take initiative like that and help people out.  Awesome.
I'm wondering headwax, do you have motion capture software/tools?  How do you create the BVH files?
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Francesco on December 15, 2008, 09:41:18 pm
Thank you all people for your interest, I hope to finish it as soon as possible.

Thank you Andrew for the pointer about BVHacker, it will be good to check out if I am doing everything correctly. About setting the figure object in t-pose or in *-pose, I'm still far from having completely worked out the BVH format, but nonetheless I have a small update, and I will do my best to implement your request.

So, I've completed the AN8 project export part and most of the data conversion.

To sum up, I can feed the program with the BVH file and get a AN8 project containing all the animation data, but I'm not yet done with the nodes->bones conversion to build the AN8 figure.

It is more tricky than I thought in a first time, but I'm working it out step by step.

I've added an option to resample the animation data scaling down the frame rate. As test file I am currently using a BVH file I got from Animazoo, the one with the Capoeira flying kick. It's a 900+ frames file sampled at 120fps, and I'm getting a AN8 file with a single bone (the hips) moving and rotating in scene mode, sampled at 30fps. That's not so much but you can guess the satisfaction I felt seeing this very first export working in Anim8or.

Some loudthinking now, just in case you guys have some good advice or pointer to give.

-------

The BVH file can store more than a skeleton at once, and each rootnode, unlike Anim8or's rootbones, is able to rotate and to translate in space. I have converted this concept by building a figure for each skeleton and by adding a motion track in scene mode for each figureelement (read this as "figure+sequence in scene mode").

Conceptually I am on firm ground here with the multiple-skeleton stuff, but I need a BVH file containing a multiple skeleton, in order to feed it both to my software and to BVHacker and check out if everything is running smooth. Can somebody provide me with such a file?

-------

About stripping out more of that large amount of animation data, apart from resampling it at a lighter framerate, I thought about computing out peaks and pauses for each joint motion, but it's a tricky thing for sure and I'll leave it for later, when the raw conversion will be complete and stable.

On the way to get there, I'll add another option to pick out a fixed amount of frames per second and set the keyframes with them.

-------

I'm making the program as a console executable, you will be able to drop "file.bvh" onto it and get a "file.bvh.an8" straight away, there will be also the option to change the conversion preferences via program arguments or by interacting with the program.

-------

More to come, wish you good time Anim8ing meanwhile ;)
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on December 15, 2008, 10:11:51 pm
Hiho, but imageine how fast you can swim in your lifesaving duties!

http://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh-conversion

No motion capture facilities! The motherlode of BVH files is above. Released by a university, or carnegie institute.

I've been using truespace to load them up then save them, so I can use them with Carrara. Truespace arranges them in a usable form, seems to filter them.

 Truespace is very powerful software, free, and an interface as bad as blender :)

Both truespace and carrara have non linear animation, so you can have the BVH file in one track, then make another track with the same skeleton, and override or blend or multiply the keyframes of the bones in the original BVH track with the new tracks- supposedly. You can cut and paste parts of the animation just like anim8r uses it's seequnces.

Francesco.!

Sounds like an amazing job you are doing.!!!!!!!!!!!!!!!!!!!

I haven't seen any bvh files with more than one skeleton yet. Check that link I posted above.- there might be one I have missed.

I've been translating the above bvh files through Truespace, so if you want help on that let me know.

In addition, I've been rendering at 12 frames a second which seems to give good smooth movement.

Have you seen the framerate changer available for anim8or?

That could come in handy somewhere.

cheers again, thanks for the amazing work

Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: hihosilver on December 16, 2008, 06:33:42 pm
Haha!  Perfect aerodynamics there!
Oh wow, I just took a look at one of the subcategories and just in one there is a ridiculous amount of different files!  That really is the motherload.
Ahh, blending animations, I believe 3ds max has that feature now, seems nice.
That could be something fun to look into.  Heck, I could even probably use those as references to learn realistic animation!
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Francesco on December 19, 2008, 02:09:37 pm
Another small update.

Maybe it is all only working in my mind, or maybe I'm just a single step away from having a working solution.

Sorry if I get into technical details, but the problem I'm stuck on is pretty technical.

The concept a BVH file relies on is:
- a hierarchy of joints whose distances are stored as relative XYZ offsets
- each joint starts as "non rotated"
- each frame rotates each joint by a certain roll, pitch and yaw angles

Now to get this into anim8or I could either:
- go with the best, longer way of converting each joint to a bone and recompute all the motion angles, frame by frame;
- go with the work-it-around, shorter way of recreating non-rotated joints with zero-length rotating bones, interleaving them with fixed bones to represent offsets, and direct-stream copy the RPY angles from BVH motion into AN8 sequence;

I took the workaround way, and as I said above, I miss one single step to close the process.

The thing I miss is converting joint offsets to quaternion orientation, in order to set it into the figure section, inside of the an8 project. Or better, I have a chunk of code for that, but the quaternions I'm getting seem to be wrong, when I feed them to anim8or.

To have an example of the final result, take a look to the bvh and an8 files attached, they show the same skeleton and the same animation in both programs (bvhacker and anim8or), but the orientation of the anim8or bones is the result of manual editing - hence the name, "desired result.an8".

This is the code I'm using to convert XYZ offsets to RPY angles, which get then converted to a quaternion. Anyone has enough trig and quat knowledge to tell me what's going wrong with it?



/*
Radians(x, y) returns the angle between the positive X axis and the
line connecting origin and P(x,y).
This function work correctly, hence I'm not reporting it here
*/

/*
heading, attitude and bank are only other names for roll, pitch and yaw
I'm using this function as taken from
http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm
*/

quaternion RadRPYtoQuat(float heading, float attitude, float bank) {
  // Assuming the angles are in radians.
  float c1 = cos(heading/2);
  float s1 = sin(heading/2);
  float c2 = cos(attitude/2);
  float s2 = sin(attitude/2);
  float c3 = cos(bank/2);
  float s3 = sin(bank/2);
  float c1c2 = c1*c2;
  float s1s2 = s1*s2;
  quaternion result;
  result.w = c1c2*c3 - s1s2*s3;
  result.x = c1c2*s3 + s1s2*c3;
  result.y = s1*c2*c3 + c1*s2*s3;
  result.z = c1*s2*c3 - s1*c2*s3;
  return result;
}


point3 BoneRPY(point3 p) {
  float roll, pitch, yaw;
  yaw = -Radians(p.y, p.x);
  p.y = p.y * cos(yaw) - p.x * sin(yaw);
  roll = Radians(p.y, p.z);
  pitch = 0;
  return point3(roll, pitch, yaw);
}

int main() {

/*
  parse the BVH file, get nodes and so on
  then:
*/

  point3 p = BVH_Node.Offset;
  p = BoneRPY(p);
  quaternion q = RadRPYtoQuat(p.x, p.y, p.z);
  AN8_Bone.orientation = q;

/*
  store bone into figure hierarchy, print out the an8 file and so on
  end of the story
*/

}


The BoneRPY() function is the part I'm not sure about. In my mind, I'm getting the yaw from a mere projection, I'm rotating a coordinate to avoid angle misrepresenting and I'm getting roll. Two euler's angles should be enough to get every possible orientation, isn't it?

I feel lost, really, hope somebody could help me sorting this out.

PS: rename "test.bvh.txt" removing the ".txt" part, I've added it to let the forum accept it as attachment. It's a trivial issue, just matter of clarity.


[Edit: Anim8or expects quaternions to be stored in xyzw order, am I right? It seems to be so, but I ask to be sure]
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on December 19, 2008, 10:18:16 pm
Hi ho, it's very interesting looking at how the bvh files make bits of the character moves - eg unexpected movements like head jerks because of inertia when the body changes direction in a dance move . Of course as expert anim8ors  we all would expect that :(

Francesco, it lookd like you are coming along in leaps and bounds and leaps and bounds and LEAPS and bounds :)

Unfortunately I can't help in the maths, as the modst I ever inderstood about scripts is how to turn the traffic lights off in Leslie's tutorials :(.

Uggh. Last time I did maths at uni I got 49 out of fifty for first semester and 2 out of fifty for second semester ( I went surfing :)  in second semester)

But I am eagerly awaiting your discoveries.

Thanks for all the hard work.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Francesco on December 20, 2008, 02:11:57 pm
You're welcome Andrew, I hope to sort things out asap.

Crossing fingers ;)
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Francesco on December 21, 2008, 07:33:25 am
I was definitely lost in a glass of water.

So far, the only problem about the code I pasted above is about the eulers to quaternion function, which exchanges roll with pitch or something like this - at least is seems to be so.

So, the basis pose seems to be worked out. I'm attaching a picture that shows the basic pose of a BVH file (I guess that this pose isn't OK for easy skinning). Adding the starting t-pose as you requested is not done yet, Andrew.

After having fixed the skeleton conversion, I realised that the motion angles cannot be fed to Anim8or in the raw way, because BVH and AN8 use different rotation orders.

Nonetheless, using the raw motion data I've made a simple render showing the hooker walk taken from Animazoo.com

As you can notice, most of the animation goes fine, but the lower section of both legs bends to weird angles (more the motion, more the error when feeding erroneous rotation order).

So, this is what my converter can do so far. As soon as I sort out the rotation order conversion I will share the executable.

The video inside of the zip file is an XviD, fyi.

Enjoy!
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on December 21, 2008, 05:20:57 pm
That's aabsolutely amazing Francesco !!!!!!!!!!!!

(http://www.xtremepccentral.com/forums/images/smilies/eek2.gif)

I think you have changed the face of anim8or!

Edit

I ran hooker walk through truspace then resaved it. Don't think it will make much difference. seems to have just changed the frame rate! Reason? Sometimes the bvh files act weird in parts regardless of the software. Truesoace tends to filter it somehow.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: kreator on December 22, 2008, 02:32:19 am
Well what can I say ... This is just what Anim8or and Animators really need !!!!

I am extremely impressed Francesco!!  this addition like some of NickE`s scripts are opening more and more new doors for anim8or

I look forward to the finished result as I expect Andrew does as well!
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: lynn22 on December 22, 2008, 06:59:18 am
Hear, hear.

Looking forward to the result as well. What you have achieved so far is amazing.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: Francesco on December 22, 2008, 12:20:33 pm
Thanks everybody :D

Andrew, I'm not sure if I got your sentence right:
Quote
I ran hooker walk through truspace then resaved it. Don't think it will make much difference. seems to have just changed the frame rate! Reason? Sometimes the bvh files act weird in parts regardless of the software. Truesoace tends to filter it somehow.

Do you mean that importing the hooker walk into truespace gives more or less the same problems that my video shows, I mean, the legs bending at weird angles sometimes?

I'm asking because I'm getting crazy to find a combination that gives a result that matches perfectly the animations that bvhacker gives of that BVH file.

Technical issue again: the order of rotations in BVH is ZXY, whereas I suppose Anim8or's order to be XYZ. I've read somewhere that this order can be meaningful depending on the animation you want to represent with euler angles, in particular to avoid gimbal lock.

Being that ZXY works fine with BVH, I suppose that a mere conversion of order would not get a perfect result in Anim8or.

So the question is: being that Anim8or too stores angle motion in eulers, does it suffer from the same gimbal lock issues? In other words again, shal I build the skeleton aligning it to another axis and switch rotations around, in order to get a perfect match?

I hope that someone out there can illuminate me on it.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: kreator on December 22, 2008, 02:20:21 pm
Truspace and Carrara work on ZXY axis.

 On a number of occasions I have had to re-adjust imports from anim8or to Carrara or Truspace, but I think as this is for Anim8or then you should reflect that in the script.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: hihosilver on December 22, 2008, 04:33:57 pm
Whoo man!  That is some good looking stuff.  I can't wait until you get the scrip out either.
That would be great to help me study motion.
Looking forward to it Francesco!  Truly great contributions you're making.
Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: headwax on December 22, 2008, 04:41:39 pm
Sorry Fraancesco, I am out of my league here :) :(

Apologies for the garbled post re truespace and carrara.

Details: I have found a lot of bvh files put out by carnegie university. They work perfectly in Truespace, but when loaded up in Carrara, they are all garbled.

So... I accidently discovered that if I load them into Truespace then save them as BVH file via Truespace, when I load them up into Carrara they work! I don't know why.

But even after that I have still found some weird effects with ankles  - almost like in your hooker walk.

So I thought perhaps that would put some light on the subject.

BUT: the hooker walk works well in both Carara and TRuespace. So the whole lot was off topic :(. Sorry!

As far as your question, maybe Steve could help? I'm sure he knows the answer!!!

two sleeps to go :)

Title: Re: Anim8or Meshes put through Their Paces With BVH
Post by: kreator on December 23, 2008, 11:24:37 am
I don`t know if this is of any use but there is a Mocap site www.centroidonline.com that is offering content in .FBX and .BVH   I have a trotting horse in .FBX format if you want to take look at it.

Centroid are based at pinewood studios UK