Change font size
It is currently Wed Aug 12, 2020 11:03 am


Post a new topicPost a reply Page 1 of 1   [ 9 posts ]
Author Message
 Post subject: Some Questions
PostPosted: Fri Oct 08, 2010 2:56 pm 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hi Community :).

i ve got some Questions. Can you help me to answer?

- Can i use a own skeleton in ipi Studio? (How?)
- How i can use a other Model in iPi? (In the Demo Video are a HL2 Model).
- exist some import/ export scripts for iPi ( blender / .blend) ?

Okay, that are my Questions :).
The programm is running very nice. I import my first bvh-File in Blender an it runs... but the weighpaint oder envelopes don´t run correct.
And my problem is the skeleton i think...

Or did you have some Tipps to use the bvh-File from iPi in blender???

Thx and greetings

Radiac


Top
 Profile  
 
 Post subject: Re: Some Questions
PostPosted: Fri Oct 08, 2010 5:43 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2406
Location: Los Angeles
radiac wrote:
Can i use a own skeleton in ipi Studio? (How?)

Yes. But I haven't done this myself yet so I'm not sure.

Quote:
How i can use a other Model in iPi? (In the Demo Video are a HL2 Model).

You're supposed to be able to bring in your own character and then reassign the joints, but...(see above.)

What I'm doing is retargeting the mocap to my own rig and character in Animeeple, and then outputting FBX from Animeeple to use in other programs. I'm starting to see some good results but still working on a good workflow. I'll post more info once I get everything nailed down. Other users are using Motion Builder to retarget motion, but that's a little too rich for me right now.

Another option is to retarget the mocap in a 3D application. The actual steps and techniques vary from program to program, so I can't really give you specifics.

Quote:
exist some import/ export scripts for iPi ( blender / .blend) ?

iPi doesn't provide this. You may need to ask somebody at the Blender forums. FWIW, I'm using Animeeple to convert iPi biovision data to FBX and Collada to use in other programs. (iPi DMC will output Collada but I've had some problems with it.)

Hope this helps.

G.

_________________
Greenlaw
Artist/Partner - Little Green Dog | My Demo Reels (2013,) (2015,) (2017,) and (2019)
Image
Watch a one minute excerpt on Vimeo now!


Top
 Profile  
 
 Post subject: Re: Some Questions
PostPosted: Sat Oct 09, 2010 3:10 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hi Greenlaw and thank you for your nice tips.

Quote:
You're supposed to be able to bring in your own character and then reassign the joints, but...(see above.)

What I'm doing is retargeting the mocap to my own rig and character in Animeeple, and then outputting FBX from Animeeple to use in other programs. I'm starting to see some good results but still working on a good workflow. I'll post more info once I get everything nailed down. Other users are using Motion Builder to retarget motion, but that's a little too rich for me right now.

Another option is to retarget the mocap in a 3D application. The actual steps and techniques vary from program to program, so I can't really give you specifics.


You talking about export, right? The export of the bvh running in blender, but not correct. In blender i must weightpaint the bones on the Model (or use envelopes). Thats not the problem, but when i weightpaint the bones to te mesh, they don´t react when i move the bones :).

So i would test a other way. My idea was, my Model (with Bones) import to iPi. But there only 4 support formats. I use Collada 4.1 for a import in iPi. But it won´t run. And now i don´t know, how i can use my exported animation to my model.

I test now "Animeeple" and i hope the program do what i need :).

It´s only the last stone on my way for successfully operation. [ipi/bhv --> blender/weightpaint]


But again! thanks!!! :D


Top
 Profile  
 
 Post subject: Re: Some Questions
PostPosted: Sat Oct 09, 2010 6:04 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Re.

Okay, now i ve use "Animeeple". When i import my bhv File, they animate it by the beginning of a project.
When i go to the t-pose register now, there is a bonebundle of the ground :D.
Have i do some mistakes by setting up the iPi Software? There is an option in ipiSoft (calibration) names "mark at ground" and i use this. Is that the mistake?

here is a screenshot of the Animeeple-software. The same result i ve got in blender.

Image


Top
 Profile  
 
 Post subject: Re: Some Questions
PostPosted: Sat Oct 09, 2010 1:05 pm 
iPi Soft

Joined: Tue Mar 31, 2009 9:13 pm
Posts: 804
Please see our wiki for explanation on how to import animations into Animeeple:

http://www.ipisoft.com/en/wiki/index.ph ... #Animeeple


Top
 Profile  
 
 Post subject: Re: Some Questions
PostPosted: Sat Oct 09, 2010 1:10 pm 
iPi Soft

Joined: Tue Mar 31, 2009 9:13 pm
Posts: 804
radiac wrote:
My idea was, my Model (with Bones) import to iPi. But there only 4 support formats. I use Collada 4.1 for a import in iPi. But it won´t run. And now i don´t know, how i can use my exported animation to my model.


Support for COLLADA in our software is not fully compatible with Blender as of yet.
I think you can use Animeeple to convert your character skeleton from COLLADA to BVH and back.


Top
 Profile  
 
 Post subject: Re: Some Questions
PostPosted: Sat Oct 09, 2010 3:40 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2406
Location: Los Angeles
Click the Set First Frame button, then Drop to Floor. This should set a proper T-Pose on the first frame. You'll also want to adjust the scale (do that under the Size tab.) When exporting, I've been having better luck using the FBX plug-in, but this depends on what software you intend to send this file to.

_________________
Greenlaw
Artist/Partner - Little Green Dog | My Demo Reels (2013,) (2015,) (2017,) and (2019)
Image
Watch a one minute excerpt on Vimeo now!


Top
 Profile  
 
 Post subject: Re: Some Questions
PostPosted: Sun Oct 10, 2010 4:31 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Ah. Nice. It exist a Wiki :) Thank you Michael.

Thanks to greenlaw too! I do a little test yesterday and it looks that it will run.
Today i do a new calibration and a new videotest with other clothes.

When i was successful, i post it :).


greetz Tommy


Top
 Profile  
 
 Post subject: Re: Some Questions
PostPosted: Mon Oct 11, 2010 5:18 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hi everybody,

i dont know whats going wrong.
I use the tip with the Animeeple Software. Import the bhv from iPi. Then i reorganized in Animeeple like the Wiki.
Then i export it and import it in Blender.

If i´m in the objectmode, the bones look correct.
If i would edit the bones, they do a this @ screenshot 1.

Image

Ignore i the editmode and parent it to my mesh, the bones deform my mesh to trash. I delete the weightpaints and the Mesh looks like the beginning... but if i would animate the bones with the mesh i must do a waightpaint again.
So i do it... and then the same result... screenshot 2.

Image


Now my Question... what can i do, to eliminate this problem.
Exist a tutorial to import my own Bones in iPi? And a tutorial to import my own mesh?
Only the import.

Its annoying... only this step i need to use the iPiSoftware correct. And i think it´s not a iPi Softwareproblem... but a export problem?!?!?

I hope for help.

Thank you


Top
 Profile  
 
Display posts from previous:  Sort by  
Post a new topicPost a reply Page 1 of 1   [ 9 posts ]


Who is online

Users browsing this forum: Google [Bot] and 11 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron


Powered by phpBB® Forum Software © phpBB Group
610nm Style by Daniel St. Jules of Gamexe.net