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An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

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Author Topic: Anim8or Meshes put through Their Paces With BVH  (Read 22723 times)

lynn22

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #45 on: December 22, 2008, 11:59:18 am »

Hear, hear.

Looking forward to the result as well. What you have achieved so far is amazing.
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Francesco

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #46 on: December 22, 2008, 05:20:33 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.
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kreator

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #47 on: December 22, 2008, 07:20:21 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.
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hihosilver

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #48 on: December 22, 2008, 09:33:57 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.
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headwax

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #49 on: December 22, 2008, 09:41:39 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 :)

« Last Edit: December 22, 2008, 09:43:26 pm by headwax »
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kreator

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Re: Anim8or Meshes put through Their Paces With BVH
« Reply #50 on: December 23, 2008, 04:24:37 pm »

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
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