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Author Topic: Anim8or Meshes put through Their Paces With BVH  (Read 22657 times)

headwax

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Anim8or Meshes put through Their Paces With BVH
« on: November 11, 2008, 11:09:44 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 ;)
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kreator

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #1 on: November 12, 2008, 09:12:17 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???
« Last Edit: November 12, 2008, 09:14:02 am by kreator »
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #2 on: November 13, 2008, 12:12:09 am »

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...
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VBSmiles

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #3 on: November 13, 2008, 01:11:58 am »

Well, don't know what BVH is. but wow that dancing model!
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #4 on: November 13, 2008, 06:47:04 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.
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Indian8or

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #5 on: November 13, 2008, 07:45:07 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).
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #6 on: November 13, 2008, 11:57:05 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 :)
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headwax

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Mature Content: Anim8or Meshes put through Their Paces With BVH
« Reply #7 on: November 15, 2008, 04:12:36 am »

Small update.


Mature audiences only please.

vimeo in high definition

http://vimeo.com/2240400

youtube

http://au.


check high quaity  if you like




« Last Edit: November 15, 2008, 05:13:08 am by headwax »
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hihosilver

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #8 on: November 15, 2008, 06:38:59 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.
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #9 on: November 16, 2008, 01:58:22 am »

:)

Thanks hiho. I appreciate a positive comment from a perfectionist. Wish I was one :)
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3D Joe Wiltshire

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #10 on: November 18, 2008, 08:10:36 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.
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #11 on: November 19, 2008, 10:26:51 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.
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #12 on: November 20, 2008, 03:55:57 am »

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

« Last Edit: November 21, 2008, 07:01:22 am by headwax »
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3D Joe Wiltshire

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #13 on: November 21, 2008, 08:17:59 pm »

Nice tree
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #14 on: November 22, 2008, 09:17:10 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.
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