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 Post subject: ipi Studio BVH Blender
PostPosted: Sun Mar 02, 2014 1:13 pm 

Joined: Sat Jul 21, 2012 12:27 am
Posts: 33
Hi all!
Little tip for blender users.
It is looks like the best way to import animation from ipi studio to your character in blender - is by using plugin "MakeWalk", which is part of "MakeHuman" software. It is free and opensource, what we all love so much!
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So, in ipi Studio just export your take as BVH 3ds max or BVH MotionBuilder (other variants of BVH formats are little glitch with vertical axis at this moment)
Then in Blender, select your armature (Rigify is also supported, yummy!) and click "Load and Retarget"
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in plugin and select your bvh file - and here we go!
Image
Some tools for mocap cleanup and tweaking are also presented.
Have fun!


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PostPosted: Wed Sep 10, 2014 3:51 am 

Joined: Wed Feb 10, 2010 7:29 am
Posts: 17
Hey, have you ever tried it with the Rigify rig?

When creating a standard human rig with Rigify the IK / FK switch works normal:

Image

After importing a bvh file from ipisoft and transferring it with Makewalk,the IK / FK switch
from Rigify then only uses full digits and no comma values are possible anymore.

Image

That makes a smooth transition between IK / FK impossible and usless for a mocap workflow!

Does anybody know a workaround or any other solution?

Btw, changing the keys to Bezier doesn't do anything. As you can see, in the second picture, there are Bezier handles, but the source value is integer anyway.

It's driving me crazy, because that workflow could save my current project!


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PostPosted: Wed Sep 10, 2014 1:21 pm 

Joined: Sun Apr 20, 2014 11:00 am
Posts: 49
Do you realize that mocap is mocap, and IK/FK switch if for keyframe animation?


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PostPosted: Wed Sep 10, 2014 1:42 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
I don't have any experience with Blender but an IK/FK system is commonly used editing/correcting motion capture data. Motion Builder's character rig is a prime example.

G.

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Greenlaw
Artist/Partner - Little Green Dog | My Demo Reels (2013,) (2015,) (2017,) and (2019)
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PostPosted: Wed Sep 10, 2014 2:26 pm 

Joined: Sun Apr 20, 2014 11:00 am
Posts: 49
Maybe in Motion Builder, but I doubt in Blender it would be done out of the box. Maybe retargeting mocap from mocap skeleton to clean Rigify rig would work.


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PostPosted: Wed Sep 10, 2014 11:14 pm 

Joined: Wed Feb 10, 2010 7:29 am
Posts: 17
That's exactly my point! If the IK / FK switch wouldn't be turned into some integer value, it would work exactly like Motionbuilders/Mayas HumanIK.

And, yes, IK keyframing is the point in mocap data correction.


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PostPosted: Thu Sep 11, 2014 12:36 am 

Joined: Wed Feb 10, 2010 7:29 am
Posts: 17
YEEEEEEEAAAAAAAAHHHH!! I found a workaround!! :D

When I finished my current project I will write steps to get it working. If anybody cares.


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PostPosted: Thu Sep 11, 2014 1:21 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
Cool! Glad to hear you solved it. While I may not use Blender now, that doesn't mean I'm not interested. Will look forward to seeing your tutorial. :)

G.

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


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PostPosted: Fri Sep 12, 2014 3:29 am 

Joined: Wed Feb 10, 2010 7:29 am
Posts: 17
Cool. But it may 1-2 Weeks, because I've got to finish this first. :)

And I have to find a workaround for the missing ik pull in that blender rig.


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PostPosted: Tue Oct 07, 2014 2:46 pm 

Joined: Wed Feb 10, 2010 7:29 am
Posts: 17
Ok, I was too busy, but my needy outcry reached the developers of the retargeting plugin for Blender and the bug is fixed now.
So there's no workaround necessary anymore.

I will make a tutorial on the motion capture pipeline with iPisoft and Blender for animation and games. I'm not sure when, thou.
Wanna start blogging about my stuff and so on.


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