sprockets TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Recommended Posts

Posted

I'm going to bring my bvh questions to this request that I think would do the hash community some good. I'm begging anyone who can to make a bvh video tuturol. Something using a simple charater like thom. Showing how to connect each constraint (orient like, aim like and ect). I've been to zandoria.com and have tried to follow the instructions on thom but I can only get certain body parts moving right(not all of them). If I new enough I would make a help video like this myself but as you can tell I only know so much. I think if there was another help video that needed to be made, this would be the one. I humbly ask!

  • Replies 6
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted
There are a number of different control rigs, setting up the BVH is different for each rig.

 

 

Thank you for your help link. Now, when you use the term rig do you mean like each type of action that the bvh file may do for rigs (like walking, talking or running)? This may sound stupid of me....

  • Hash Fellow
Posted

one possible hang up is that BVH files seem to depict all their motion as FK, even for legs.

 

So, for example, if you've constrained a characters FK leg controls to the BVH object but left the character set to IK legs it will appear to not work.

Posted

A character model needs bones assigned to the mesh for the BVH file to work. There are different bone rigs available to install in a character (Squetch Rig, TSM2 Rig, 2008 Rig, 2001 Rig and the LiteRig). Depending on which rig is installed in the character model, the constraint setup will be different.

Posted

Since most control rigs drive a set of geometry bones which are assigned to the mesh, I would start the action by turning OFF the rig and making those geometry bones visible--Then constrain the geometry bones to follow the BVH.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...