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Full Version: Dancing Bear... my weak BVH attempt...
Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Tutorials and Demonstrations > Animation > Reusable Motion
heyvern
I thought I would give it a go...

Very far from what has been seen previously but still... I slapped it together.

The hands and feet get "goofy" in a couple of places. I think I may have "bumped" something while attempting to make adjustments.

Lots and lots of pass through on the legs and hands. I added some hand poses to break the monotony. Tried to add the "white man's overbite" as well.

It is what it is! I may play around some more when I get time.

I used Zach's baked action file.

Sorry for the large file size. I didn't make much effort to get it smaller.

Dancing Bear

Vernon "!" Zehr
John Bigboote
Vern-

Well now we know your taste in music. Sad.

Thats pretty darn funny! It actually makes me hungry for chocalate, though I don't know why...
Morphy
Ok... I'm amazed at what you guys are all doing with BVH files, and I have a big bunch of BVH's on an old Poser extras disk.

I'd be really grateful if someone could point me to a tutorial or something about how to get started applying these files to my characters. Is it *wildly* difficult/complex?

Thanks,

Morph
Paul Forwood
Great fun, Vern!!! biggrin.gif

Morphy, and others, here is a rough summary:

1) Load your character

2) Create a new Action

3) Right click on Action and choose New/Motion Capture Device/BioVision BVH File
This will create a new shortcut called 'BioVision...'

4) Right click on this shortcut and select Capture Sequence

5) Navigate to your BVH file and select it. This will load it into your action and will populate every frame in the timeline for the length of the sequence.

6) You will need to turn on your constraints in the pose slider window now.

7) Scale and translate the BVH rig to match your rig as best as possible and then start constraining your rig to the BVH bones. Most constraints seem to be translate to and orient like but use what ever works for you. There will be some trial and error while you get used to how everything is oriented. Scroll through your action to test it but try to confine all your setting up to frame 0.

8) From this point you can start adding your own tweeks to the animation such as toe bends, finger poses, facial expressions, etc.

That's the basics and should get you familiar with setting up BVH files for your characters. Hope I didn't miss anything out.

Search the web for BVH files and post links here. smile.gif
This link has been posted here before: bvhfiles.com

Have fun and post some results.

Well done everyone!
ddavis
Vern,

Great job mixing up the hand motion and stuff.
Without his hair he does have that chocolate look to him, maybe he might be trying to fight his way out of an Easter Basket or something.

Talking about lawsuits, wasn't there a Dancing Bear on the Captain Kangaroo Show?

Now a dancing Mr. Green Jeans.... that would be something.
cfree68f
Great job Vern.

Morph...

QUOTE

7) Scale and translate the BVH rig to match your rig as best as possible and then start constraining your rig to the BVH bones. Most constraints seem to be translate to and orient like but use what ever works for you. There will be some trial and error while you get used to how everything is oriented. Scroll through your action to test it but try to confine all your setting up to frame 0.



It depends on the rig. I used the Hash Rig and turn off all of the controls... Like Leg IK and balance. Then I added constraints in the action.
the only bone I used a translate to constraint on was the hips null. Every other bone was an orient like constraint. On the orient like constraints you'll want to turn off the store z rotation. And the translate two constraint should be with compensate mode turned on. On some of the Orient like constraints I had to do some z rotation offsets. Mainly the hands and feet.

Hope that helps. It really was quiet easy to set up.. Took me all of an Hour to do. I followed William Sutton's tutorial to a point. Its at Zandoriastudios.com

The reason you'll follow it to a point is that its for an older version of AM and only makes suggestions about constraints to use. He had an Aim at 2 constraint on the calf that I dropped because Orient like seemed to work better in my case.

Hope that helps.

C
John Bigboote
QUOTE (Morphy @ Feb 9 2005, 02:41 AM)
Is it *wildly* difficult/complex?


No. It's really quite cut-and-dry. I think the basics of it are quite easy.

http://www.zandoria.com/motioncapture.htm
Morphy
Thanks for the helpful info, guys. As always seems to be the way, just as I get all fired up to do something, an interuption comes along. In this instance it's a short, non-serious hospital stay. But I've bookmarked this page, and as soon as I'm up again, I'm going to have a shot at this.

Thanks again!

Morph
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