bvh files produced by Arena
bvh files produced by Arena
Sir,
I tested the boxing and tennis bvh files on the website and
rendered smoe movies with them.
I put them at http://www.educasoft.be/bvh/boxing.wmv and http://www.educasoft.be/bvh/tennis.wmv
These images look very fluent and I must say I really like the raw data output by arena. it seems usable without a lot or postprocessing.
But... please do have a look at the feet of the animated persons. They seem to slide on the floor.
Is that an error in the bvh files or could this be caused by something else ?
Kind regards,
Bart Libert
EducaSoft BVBA
PS. really interested in buying a kit. Do you guys plan to have a european distributor because buying directly in US is extremely expensive for us Europeans.
I tested the boxing and tennis bvh files on the website and
rendered smoe movies with them.
I put them at http://www.educasoft.be/bvh/boxing.wmv and http://www.educasoft.be/bvh/tennis.wmv
These images look very fluent and I must say I really like the raw data output by arena. it seems usable without a lot or postprocessing.
But... please do have a look at the feet of the animated persons. They seem to slide on the floor.
Is that an error in the bvh files or could this be caused by something else ?
Kind regards,
Bart Libert
EducaSoft BVBA
PS. really interested in buying a kit. Do you guys plan to have a european distributor because buying directly in US is extremely expensive for us Europeans.
Re: bvh files produced by Arena
Which program did you use to load the bvh file? It looks like the arms of your chararcters have problem also. Here is a video of poser character with the tennis bvh applied, it doesn't have that much feet sliding problem.
http://media.naturalpoint.com/ftp/npupl ... tennis.wmv
http://media.naturalpoint.com/ftp/npupl ... tennis.wmv
Re: bvh files produced by Arena
It was done with Daz/studio.
I loaded the michael character in daz/studio and then imported the bvh.
Then I exported the whole thing nicely to an fbx with animations and rendered it in maya 8.0 complete.
I loaded the michael character in daz/studio and then imported the bvh.
Then I exported the whole thing nicely to an fbx with animations and rendered it in maya 8.0 complete.
Re: bvh files produced by Arena
I loaded the tennis bvh file with daz studio, there was no feet sliding. If the animation looks ok in daz studio but have problem in maya, you might need to check the parameters when you export from daz studio.
Re: bvh files produced by Arena
Thanks for testing. Are you an employee of naturalpoint ?
Re: bvh files produced by Arena
Yes he is..........
Re: bvh files produced by Arena
I am actually a developer of realtime 3d content.
At this moment we allready manage to display in realtime lipsync animation on a face.
The rest of the body should be done by motion capture.
However, I thought that there was going to be a sort of sdk to do full body motion capture.
Now I see its a program called Arena.
Does that mean that we won't be able to capture live data and stream it into our own program to display the results in realtime?
I saw arena can stream to motionbuilder.
Is there maybe info available if we will be able somehow to real the orientations of the joints (+the translation or the root bone) to use it live in our software?
+ How many camera's are needed to do for example an upper torso digitalisation?
Will arena also be able to do upper torso alone or is it always full skeleton?
kind regards
Bart Libert
EducaSoft BVBA
At this moment we allready manage to display in realtime lipsync animation on a face.
The rest of the body should be done by motion capture.
However, I thought that there was going to be a sort of sdk to do full body motion capture.
Now I see its a program called Arena.
Does that mean that we won't be able to capture live data and stream it into our own program to display the results in realtime?
I saw arena can stream to motionbuilder.
Is there maybe info available if we will be able somehow to real the orientations of the joints (+the translation or the root bone) to use it live in our software?
+ How many camera's are needed to do for example an upper torso digitalisation?
Will arena also be able to do upper torso alone or is it always full skeleton?
kind regards
Bart Libert
EducaSoft BVBA
Re: bvh files produced by Arena
We've gotten a lot of similar requests at SIGGRAPH, we are looking into streaming out live 3D marker and skeleton data to user application from Arena.
Re: bvh files produced by Arena
Gents!
Actual Workflow (if anyone is interested in a video version, let me know):
I have loaded the boxing motion data into motionbuilder -with the c3d point cloud yielding the best results.
Found the Start of the T-stance (changed my start time to that time). I then quickly added an actor to my scene, and applied the pointcloud to that actor - after slightly scaling the actor (less than 5 min!) - very limited work and no scaling. Saved the file.
File New.
I then saved the data and loaded a pre-bound/skinned (with character rig) fbx from Maya.
I imported the boxing actor FBX that I saved from the pervious step.
I made the input of my prebound character the optitrack boxing actor - and plotted that animation to the character rig. (The ONLY cleanup that I did was move the hands into a fist (we are boxing, arn't we!) This took about 2 minutes)
I then exported that skeleton data to an animation only FBX and finally imported into Maya, attached is a link to the final playblast (not rendered).
http://www.fluidimages.com/Portals/0/Me ... ckTest.mov
Great job guys! keep up the good work, cannot wait to start to play with it in person!
Sean
Actual Workflow (if anyone is interested in a video version, let me know):
I have loaded the boxing motion data into motionbuilder -with the c3d point cloud yielding the best results.
Found the Start of the T-stance (changed my start time to that time). I then quickly added an actor to my scene, and applied the pointcloud to that actor - after slightly scaling the actor (less than 5 min!) - very limited work and no scaling. Saved the file.
File New.
I then saved the data and loaded a pre-bound/skinned (with character rig) fbx from Maya.
I imported the boxing actor FBX that I saved from the pervious step.
I made the input of my prebound character the optitrack boxing actor - and plotted that animation to the character rig. (The ONLY cleanup that I did was move the hands into a fist (we are boxing, arn't we!) This took about 2 minutes)
I then exported that skeleton data to an animation only FBX and finally imported into Maya, attached is a link to the final playblast (not rendered).
http://www.fluidimages.com/Portals/0/Me ... ckTest.mov
Great job guys! keep up the good work, cannot wait to start to play with it in person!
Sean
Re: bvh files produced by Arena
Nice model. I used the bvh files directly in MB by first scaling the non-rotational values. Works great. I can't wait for ARENA to get released.Gents!
Actual Workflow (if anyone is interested in a video version, let me know):
I have loaded the boxing motion data into motionbuilder -with the c3d point cloud yielding the best results.
Found the Start of the T-stance (changed my start time to that time). I then quickly added an actor to my scene, and applied the pointcloud to that actor - after slightly scaling the actor (less than 5 min!) - very limited work and no scaling. Saved the file.
File New.
I then saved the data and loaded a pre-bound/skinned (with character rig) fbx from Maya.
I imported the boxing actor FBX that I saved from the pervious step.
I made the input of my prebound character the optitrack boxing actor - and plotted that animation to the character rig. (The ONLY cleanup that I did was move the hands into a fist (we are boxing, arn't we!) This took about 2 minutes)
I then exported that skeleton data to an animation only FBX and finally imported into Maya, attached is a link to the final playblast (not rendered).
http://www.fluidimages.com/Portals/0/Me ... ckTest.mov
Great job guys! keep up the good work, cannot wait to start to play with it in person!
Sean