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freddy_krueger

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OOOH! Cool action! Care to share your files?

 

Yes, A:M does use BVH files quite nicely...

 

HERE is a link to a test I did to see A:M's hair's secondary action with a BVH... http://campbellanimation.com/MoCAPtest.mov

 

HERE is a link to a test I made with a boxer model and a 'boxing' BVH file... http://campbellanimation.com/BoxerMoCapTest.mov

 

 

The method is straight forward. Make a new action for your (rigged)character, right clik on the new action and select 'New...BVH'...you will then be able to see the BVH skeleton and action in your action window.Scale the BVH to your character. You now need to 'constrain' your char to the BVH's skeleton... so grab a foot bone...give it an 'orient-like' and a 'translate to' constraints to the BVH's footbone and reposition accordingly... now do the other foot... pelvis, hands, torso, head...done!

 

That's the 'Reader's Digest' version, but it should be enough to get you started. Don't be intimidated, there's no brain surgery involved, and it's FUN!

 

Now...about sharing your BVH files(drool)... where did you get them?

 

G'luck!

 

 

EDIT: AND...I just remembered...the animation in my avatar is from a BVH action as well!

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OOOH! Cool action! Care to share your files?

 

Yes, A:M does use BVH files quite nicely...

 

HERE is a link to a test I did to see A:M's hair's secondary action with a BVH... http://campbellanimation.com/MoCAPtest.mov

 

HERE is a link to a test I made with a boxer model and a 'boxing' BVH file... http://campbellanimation.com/BoxerMoCapTest.mov

 

 

The method is straight forward. Make a new action for your (rigged)character, right clik on the new action and select 'New...BVH'...you will then be able to see the BVH skeleton and action in your action window.Scale the BVH to your character. You now need to 'constrain' your char to the BVH's skeleton... so grab a foot bone...give it an 'orient-like' and a 'translate to' constraints to the BVH's footbone and reposition accordingly... now do the other foot... pelvis, hands, torso, head...done!

 

That's the 'Reader's Digest' version, but it should be enough to get you started. Don't be intimidated, there's no brain surgery involved, and it's FUN!

 

Now...about sharing your BVH files(drool)... where did you get them?

 

G'luck!

 

 

EDIT: AND...I just remembered...the animation in my avatar is from a BVH action as well!

 

Quick Question...What does BVH Mean or Stand for!

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OOOH! Cool action! Care to share your files?

 

Yes, A:M does use BVH files quite nicely...

 

HERE is a link to a test I did to see A:M's hair's secondary action with a BVH... http://campbellanimation.com/MoCAPtest.mov

 

HERE is a link to a test I made with a boxer model and a 'boxing' BVH file... http://campbellanimation.com/BoxerMoCapTest.mov

 

 

The method is straight forward. Make a new action for your (rigged)character, right clik on the new action and select 'New...BVH'...you will then be able to see the BVH skeleton and action in your action window.Scale the BVH to your character. You now need to 'constrain' your char to the BVH's skeleton... so grab a foot bone...give it an 'orient-like' and a 'translate to' constraints to the BVH's footbone and reposition accordingly... now do the other foot... pelvis, hands, torso, head...done!

 

That's the 'Reader's Digest' version, but it should be enough to get you started. Don't be intimidated, there's no brain surgery involved, and it's FUN!

 

Now...about sharing your BVH files(drool)... where did you get them?

 

G'luck!

 

 

EDIT: AND...I just remembered...the animation in my avatar is from a BVH action as well!

Also, I like your Animation!!!

How do you get the Hair to move Fluidly like that?

I have models with hair but i want it to move more realistic and fluid like yours.

Or do I have to just do it manually?

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How do you get the Hair to move Fluidly like that?

I have models with hair but i want it to move more realistic and fluid like yours.

Or do I have to just do it manually?

 

In a perfect world, long hair would be 'set it and forget it'. Unfortunately, in 3D-land...any sort of dynamic particle-based hair (especially long, flowing hair) means experiment and adjust, experiment and adjust,experiment and adjust,experiment and adjust... I'm still a long way from where I want to be with it, but I encourage others to get into it---mostly because I know that i am NOT one of the sharper people using this software, and that something that I continually bump my head against and cannot get beyond would be something that others would get immediately.

 

ALL the advanced features in this app seem to benefit from the latest release, so don't waste time on older versions---stay current!

 

THOSE samples were made using V11.

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You can find a rig on your A:M CD. For example under 2001Rig or the SquetchRig... (SquetchRig can be found on the forum as well...)

 

BVH is a motioncapture-file more or less like an action. You can store motion-informations in there and later you can constraint the motiondata to your rig.

 

*Fuchur*

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Freedy--- Fuchur is right- there's ALL kinds of rigged characters on the Disc that Hash gives you...IF you have V14 it's even better- they throw in a whole DVD of A:M data files...models...turorials...chors...actions...characters ready to go... made by US, the Hash users in this Forum.

 

Um- that link didn't get me anywhere...

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Since every character's rig might be unique, and also the .bvh files also have different bone names, depending on the source; You must create a constraints pose for the capture device.

After that, you can load new .bvh files for the character without having to redo the constraints. Motion capture experiments thread:

http://www.hash.com/forums/index.php?s=&am...st&p=237092

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