Any BVH files for download for testing
Re: Any BVH files for download for testing
How do you normally do face animation and what kind of file format would you like to see?
Re: Any BVH files for download for testing
We do hand animation using bone rigs and morph targets in Max 2009 but are really wanting to go mocap for face big time.
It would be great if your exspression software could do BVH like your full body system but as I said before I am new to this mocap game so if 3ds is the way to go for face animation capture then adding motion builder to the pipline would not be a problem.
It would be great if your exspression software could do BVH like your full body system but as I said before I am new to this mocap game so if 3ds is the way to go for face animation capture then adding motion builder to the pipline would not be a problem.
Re: Any BVH files for download for testing
.BVH, and .FBX as nulls would be nice.
Re: Any BVH files for download for testing
Vincent:
Most of my facial animation is done by hand, in 3ds max using morph targets, in Poser using the dials and graph.
I don't know how well bvh would work for facial animation though.. bvh is a standard based upon a skeleton with a hierarchy that is more or less universally accepted and implemented in all programs.
Facial animation is a different matter.. there are several different methods that can be used to achieve the nuances of expression, (bones, morph targets, spline, vertice animation) Even if you could structure and output the data in bvh format, you would need to have the figures in whatever program you are using adopt the same standard (which there isn't one)
The only thing even remotely resembling a standard is c3d (therefore marker based), which in this case basically drives the surrounding vertices on your mesh, or drives a bone or spline that moves that portion of your figure.. which you support already.
I think this why almost every solution out there for facial animation targets only one program... Motionbuilder...
Most of my facial animation is done by hand, in 3ds max using morph targets, in Poser using the dials and graph.
I don't know how well bvh would work for facial animation though.. bvh is a standard based upon a skeleton with a hierarchy that is more or less universally accepted and implemented in all programs.
Facial animation is a different matter.. there are several different methods that can be used to achieve the nuances of expression, (bones, morph targets, spline, vertice animation) Even if you could structure and output the data in bvh format, you would need to have the figures in whatever program you are using adopt the same standard (which there isn't one)
The only thing even remotely resembling a standard is c3d (therefore marker based), which in this case basically drives the surrounding vertices on your mesh, or drives a bone or spline that moves that portion of your figure.. which you support already.
I think this why almost every solution out there for facial animation targets only one program... Motionbuilder...
Bryan Steagall
Owner
Kidz Korner Studio
OptiTrack Distributor
Mexico, Central and South America
505-615-2410
bryan@kkstudio.us
www.kkstudio.us
Owner
Kidz Korner Studio
OptiTrack Distributor
Mexico, Central and South America
505-615-2410
bryan@kkstudio.us
www.kkstudio.us