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 3DSMax Biped BVH

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alain
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PostSubject: 3DSMax Biped BVH   Thu 16 Jul - 9:03

not a script but a way to enter BVH in 3DS

http://dumenieu.free.fr/vrml/zik/bvh3dslibertango.wrl


from :

fabricator wrote:
http://sites.google.com/a/cgspeed.com/cgspeed/motion-capture

There are 2500 mocap files on that site, just choose which format (program you want). The 3DS Max ones work in seamless3d, and come in multiple files so you can just download the ones you want.

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PostSubject: Re: 3DSMax Biped BVH   Thu 16 Jul - 12:14

From seamless3d forum

Quote :
Recalculating an Animation to Match a Default Pose

When importing an animation into an avatar, a common problem encountered will be that the default pose for the animation will not match the default pose for the avatar.
Seamless3d now addresses this issue by allowing us to modify an animation's default pose.
For help on how to do this see the new tutorial: Recalculating an Animation to Match a Default Pose

Export to BVH

Not only can you import from, you can now export to BVH files by right clicking on an Anim node in the scene tree and selecting export to bvh. This allows animations to be exported from seamless to a range of popular 3D platforms such as Second Life.


This is the only way I know of so far to get the BVH animations to match some characters.
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peter le cochon
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PostSubject: Re: 3DSMax Biped BVH   Sun 26 Jul - 23:25

Hi there,

the BVH capabilities make seamless3d even more interesting.

I have been playing arround with it, trying to figure out a way for dynamically loading bvh animations into an "avatar".

Probably it can be done in a more effective way, but at least it is fun :

I have exported 3 different wrl-files with BVH animations from seamless.

Then I have just copied&pasted all the interpolators and the timeSensor form each one into an empty vrml... these are my "external gestures"

Finally I have removed all the interpolators and the timeSensor from such an "bvh-avatar" and added some script which allows to dynamically load the 3 "external gestures".

At start up, the avatar does not have any animations loaded. If you click one of the three boxes, the avatar gets one of the "external animations" and plays them.

Well, it needs a lot of improvement, but I guess it is a good way.

http://www.3d-check.com/bvh_tests/dyn_bvh.wrl

Enjoy.

TC

Peter pig

P.S.: Had to do some changes so it works under Cortona. Framerate drops from avg 130 fps (BS) to 36 fps (Cortona) Crying or Very sad
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PostSubject: Re: 3DSMax Biped BVH   Mon 27 Jul - 23:42

I was very excited that morning by your work .

It works well , bravo

I spent hours to try put a seamless avatar in the code ,

10 000 versions and no succes ,

as the names are different

Code:
exposedField SFRotation RThumb01 0 0 1 0
exposedField SFRotation RFingers01 0 0 1 0
exposedField SFRotation rhand01 0 0 1 0
exposedField SFRotation RightWrist01 0 0 1 0
etc


Code:
exposedField SFRotation head1 0 0 1 0
exposedField SFRotation thorax1 0 0 1 0
exposedField SFRotation tummy21 0 0 1 0
exposedField SFRotation tummy11 0 0 1 0
exposedField SFRotation tummy01 0 0 1 0
etc

I guess it is impossible ( ? )



I obtained 3 monters Sad


good luck , Peter


ps

I had been lost too days ago after what Fab et Thyme said
( Recalculating )

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PostSubject: Re: 3DSMax Biped BVH   Tue 28 Jul - 8:28

Confused ... yes, I'm a bit lost with how to edit/replace the body-parts of the bvh dummy.

(gotta learn seamless, gotta learn seamless, gotta learn seamless)

I guess your problem is, that not only the body parts have got different names, but there are also different body-parts in both characters (skeletons) :

The bvh-guy does not have all those tummys, for example, but has got toes, thumbs and fingers.

It will need some extra work.

And yes ... that "recalculation" thing needs to be taken into the script. Got some ideas about it...

Hold the line.

pig
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PostSubject: Re: 3DSMax Biped BVH   Tue 28 Jul - 11:31

Thyme told me , if I understood well , that it has to be done manualy ,
the "translation"_traduction from one to another ,
but who as a dictionary to know that "head" ...must be .."Hips o1 ", etc ?

For the moment I stay with my monsters LOL

http://dumenieu.free.fr/louizeforum/seamless/dyn_bvhpourmonster10.wrl


...

ps I am


work well ,Peter , during I go to Ardèche Smile

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PostSubject: Re: 3DSMax Biped BVH   Tue 28 Jul - 21:35

Laughing ... not bad the monster.

Bon courage in Mont Ventoux ... isn't that Ardeche?

Anyhow TC

Peter pig
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PostSubject: Re: 3DSMax Biped BVH   Wed 29 Jul - 15:01

alain wrote:

http://dumenieu.free.fr/louizeforum/seamless/dyn_bvhpourmonster10.wrl
Very nice.
Very, very nice !
Beautifule !
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alain
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PostSubject: Re: 3DSMax Biped BVH   Thu 30 Jul - 11:42

thanx tutanc !


Mont Ventoux : nono , Peter ,
Ardèche is on the west side of Rhone , and Mont Ventoux on the east side ,

....
so , when we were on this castle with Bertand , we could see from up there the Mont Ventoux far away on the other side of the Rhone ...


( a place for Colin , hein ? Smile





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PostSubject: Re: 3DSMax Biped BVH   Wed 5 Aug - 23:57

I've been experimenting with using 3DS MAX to creating the H-Anim character and bones system itself.

So far I have a working if incomplete avatar, still lots of work to do with the skin weighting. Used Bones instead of Biped, because I hate the way biped works, too much of a pain altering the bones used in biped. As the BS Exporter plugin only support Physique (not Skin) I have to use that modifier to apply the skin and weighting.

Its a real pain to using Physique and Bones, too hard to simply fix mistakes most of the time. For example can't even add a single bone without having to redo all the weighting again from scratch !


It should be possible to use ColladaMax, a custom 3ds max exporter to produce a Collada file based character, then convert that to H-Anim. I've done Collada to H-Anim directly, but no time to test ColladaMax itself yet
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PostSubject: Re: 3DSMax Biped BVH   Today at 19:33

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