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Shoulders are always twisted backwards
https://forum.ipisoft.com/viewtopic.php?f=13&t=7798
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Author:  baby3w [ Wed Jun 12, 2013 11:31 pm ]
Post subject:  Shoulders are always twisted backwards

Shoulders are always twisted backwards


All are so caught

Have you encountered such a situation?

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Author:  baby3w [ Mon Jun 17, 2013 10:52 pm ]
Post subject:  Re: Shoulders are always twisted backwards

I did not do anything, the IPI shows normal

But matched to 3DSmax the "CS"

All simulations have this problem

Author:  ManyMotion [ Tue Jun 18, 2013 3:02 pm ]
Post subject:  Re: Shoulders are always twisted backwards

It's a temp fix but you can just add an animation layer and rotate the shoulders forward. Should apply it to the entire animation and stop the error, for now!

Author:  andrew [ Sat Sep 07, 2013 12:09 pm ]
Post subject:  Re: Shoulders are always twisted backwards

Hello!
Please try the latest update (there're some changes in BVH export for 3D Max):
http://wiki.ipisoft.com/IPi_Mocap_Studio_Changelog#ver._2.4.1.156

Author:  wicq [ Sun Sep 08, 2013 9:59 pm ]
Post subject:  Re: Shoulders are always twisted backwards

Hi, with this new update, shoulders(clavicule) in 3ds max are a lot worse. before this update, the clavicules in 3ds max biped rotate backwards like 20 degress and the only way to pass that was to add a leyer and rotate to 0 degrees for the first frame and that will be affect the entire range, except that even with this way to correct the bug, it looks awfull and not only that , the arms rotatea lot during the entire animation , this second bug was also present but for 5 to 9 frames and only once, now I can see the arms spinning a lot like crazy for a long period and more that once. please fix this because it ruins the entire animation. thanks in advance

Author:  wicq [ Sun Sep 08, 2013 10:16 pm ]
Post subject:  Re: Shoulders are always twisted backwards

Ok this are the exact bugs when exporting BVH file for 3ds max:
1. shoulders(clavicule) rotation
this was a problem that happens from early version, but only happened for one axys , now there are 2 axys that rotates incorrectly. Z axys, which is the one that rotates both shoulders backards and therefore takes the arms backwards too . Y axys , now the shoulders(clavicules) are rotate up like 4 or 5 deegres. both axys are easily fix just by adding a layer in biped and then write 0 value for Z aand Y axys , for both shoulders of course.
2. Both arms spin like crazy a lot and like 5 different regions in the timeline. This bug happened in early versions but it only happens for 5 or 6 frames per arm and just once, now it happens like 5 times per arm and in different parts of the animation , and they take from 60 to 90 frames. in the past , to correct this , you have only to use the same layer animation added in biped tools and then copy the frame before the spinning starts and then overwrite the 5 or 9 frames that have this issue, but it was easy because it were only 5 or 9 frames, now there are over 60 frames per region and as I said during different places in the timeline.

The animation looks now very awful compared to early releases, the arms are completely screwed and now is very hard to fix that manually, please fix this. thanks in advance

Author:  Michael Nikonov [ Fri Sep 20, 2013 3:40 pm ]
Post subject:  Re: Shoulders are always twisted backwards

wicq wrote:
Ok this are the exact bugs when exporting BVH file for 3ds max:
1. shoulders(clavicule) rotation
...
2. Both arms spin like crazy a lot and like 5 different regions in the timeline.
...


We investigated these issues.

I believe issue #2 is caused by incorrect import options in 3DS MAX. You should use "Limb Orientation: angle" instead of the default "point" for Knee and Elbow.

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Author:  Michael Nikonov [ Fri Sep 20, 2013 3:40 pm ]
Post subject:  Re: Shoulders are always twisted backwards

wicq wrote:
Ok this are the exact bugs when exporting BVH file for 3ds max:
1. shoulders(clavicule) rotation
...


The issue #1 is possibly related to the difference in skeletons (your character skeleton vs. iPi default skeleton). The BVH file produced by iPi Mocap Studio with "Export for 3DS MAX" option is based on iPi default skeleton (with angled clavicle bones). When you import it into 3DS MAX Biped, the Biped skeleton is adjusted to have the same proportions as iPi skeleton. When you save .BIP file and then use it on your character, it seems like it applies the angles from iPi skeleton (angled clavicles) to your character skeleton (straight clavicles).

Can you please check if that is what is going on in your tests?

If yes then I believe that you need to somehow apply motion transfer inside 3DS MAX. I think you cannot just save .BIP file from one character and load it for another character with different skeleton.

To simplify the workflow, we can make additional export options for doing motion transfer for Biped-based characters inside iPi Studio. But first we should figure out what exactly is going on inside 3DS MAX.

I would appreciate if experts in 3DS MAX could comment in this thread.

Author:  wicq [ Fri Sep 20, 2013 4:22 pm ]
Post subject:  Re: Shoulders are always twisted backwards

Hi Michael,
thanks for your reply. The issues 2 is solved just by doing what you advice which is to change the Knee and elbow limb orientation from point to ANGLE, thanks for that.
About issue numer 1, YES that is exactly what is going on, Ipi BVH file stores the angled clavicles and this bone structure is pass to 3ds max biped. If you don`t know , you can`t work with a BVH file directly into your custom character rigged and skinned with biped , and the reason is because the BVH , as far as I know, has its unique size and shape, this means if you import the BVH file that was created by a performer(a real person) that is for example 1.70 meters tall and not to mention his/her phisycal complex, the BVH file will store these factors and when you try to import it into your character that is for example 2 meters and fat or very skinny, the mesh will simply got deform because the biped will turn from 2 meters to 1.70 meters(the size of the person who perform the motion capture ) and also the shape of the performer. What it has to be done , is to create a biped, any size and shape , import the BVH created in IPI and then save this animation as a .BIP. A .BIP file doesnt care about size and shape, it transfer the animation to any character(biped in this case) no matter what size and shape the character is. for me, to correct this issue(numer 1) , I just simple add a layer animation, which is one of the many tools that biped/Character studio provides, turn auto key on and in the first frame, only the first frame , rotate both clavicles to where they should be and that`s all. The first issue was easy to fix than the second one , but now with your solution there is no second issue anymore , only remains the first one which is easy to fix , but it`s still an issue. You can transfer the BIP file to any character with anyshape and size, using biped of course, I dont know any other tools that can transfer BVH or BIP, I know Cat and I know that you can use BVH (dont know about BIP files) but Im not interested in learning how to use Cat because I already know how to use Biped which has all I need. thanks for your help and additional export options would be nice.
Update: I just tried to rotate the clavicles to where they should be before save the BVH files as .BIP and it doesn`t work, you have to do it with the .BIP file anyways. Issue number 2 it is solved with the changes when importing the bvh file.

Author:  wicq [ Sat Sep 21, 2013 11:05 am ]
Post subject:  Re: Shoulders are always twisted backwards

Hi Michael,
thanks for your reply. The issues 2 is solved just by doing what you advice which is to change the Knee and elbow limb orientation from point to ANGLE, thanks for that.
About issue numer 1, YES that is exactly what is going on, Ipi BVH file stores the angled clavicles and this bone structure is pass to 3ds max biped. If you don`t know , you can`t work with a BVH file directly into your custom character rigged and skinned with biped , and the reason is because the BVH , as far as I know, has its unique size and shape, this means if you import the BVH file that was created by a performer(a real person) that is for example 1.70 meters tall and not to mention his/her phisycal complex, the BVH file will store these factors and when you try to import it into your character that is for example 2 meters and fat or very skinny, the mesh will simply got deform because the biped will turn from 2 meters to 1.70 meters(the size of the person who perform the motion capture ) and also the shape of the performer. What it has to be done , is to create a biped, any size and shape , import the BVH created in IPI and then save this animation as a .BIP. A .BIP file doesnt care about size and shape, it transfer the animation to any character(biped in this case) no matter what size and shape the character is. for me, to correct this issue(numer 1) , I just simple add a layer animation, which is one of the many tools that biped/Character studio provides, turn auto key on and in the first frame, only the first frame , rotate both clavicles to where they should be and that`s all. The first issue was easy to fix than the second one , but now with your solution there is no second issue anymore , only remains the first one which is easy to fix , but it`s still an issue. You can transfer the BIP file to any character with anyshape and size, using biped of course, I dont know any other tools that can transfer BVH or BIP, I know Cat and I know that you can use BVH (dont know about BIP files) but Im not interested in learning how to use Cat because I already know how to use Biped which has all I need. thanks for your help and additional export options would be nice.
Update: I just tried to rotate the clavicles to where they should be before save the BVH files as .BIP and it doesn`t work, you have to do it with the .BIP file anyways. Issue number 2 it is solved with the changes when importing the bvh file.

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