NancyGormezano
Feb 13 2005, 01:35 PM
Oh yes - I had to try tooo. After seeing Johnl's electric stickman ballet bvh - gave it a shot. Found that the easiest way for me was IK on & constraining the target nulls for hands & feet (with tweaked rotational offsets) to hands(wrists) & feet(ankles) of bvh skeleton, and to use compensated xlate, orient for hips, back(chest), neck, head -
Did no tweaking of individual frames - and it shows - final render, 1 pass
Exercise did show me where I have to tweak my model more.
I think I like doing it by hand better - more fun, more control (as if I had any)
EDIT: TRY the new file in the next post - mo' better
NancyGormezano
Feb 13 2005, 10:37 PM
New try - scaled the bvh skeleton elements individually, fixed some of the constraint offsets - added hand controls - did final render - still needs work on the arms and scaling of the bvh skeleton -
what occurs to me is that reScaling of the bvh skeleton would have to occur for each motion capture using a different person - ie., bringing in a new bvh into an action set up previously with the constraints,etc might not work again without rescaling the bvh skeleton.
cfree68f
Feb 14 2005, 08:24 AM
muy bellisimo!
Not sure about the scaling needing to be redone. I've dropped a few on my guy and it seems to stay the same.
I'm thinking that If your model is moderately human proportion.. it will match most bvh captures, once you scale your setup rig.
You'll have to scale them again for shorter or taller characters. But once you've set it up once.. you'll only need to tweek once in a blue moon.
The above statement probably only holds if your rigging of the bvh was to the actual model bones (not the control bones) If you are constraining to target bones.. I imagine you'll be tweeking all the time depending on different motions.
C
johnl3d
Feb 15 2005, 07:55 PM
very nice nancy !!!!
steve392
Feb 16 2005, 12:19 PM
Iv been waiting to see this ,I remember you said you was going to try it ,looks good well done
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