Animation Prep Studio - Free VR mocap for Blender!

Animation Prep Studio - VR motion capture story builder (optimized for Blender).

Current Release:
APS_LOGO_GRAPHIC_ALPHA AnimationPrepStudio (Lite) - Version: 2.4.0

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Custom Avatar Builder Project - Add custom Reallusion/Makehuman models from .blend files.

Reserved…

Reserved For Future.

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Just added 4-D curves feature to assist in creating fight animations:
https://youtu.be/GFz5oexsJjo

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Reserved For Future Post.

Frame Rate - control
I have just added a “ Frame Rate ” (fps) control.

Projectile’s Mass - firearm prop control

Now recorded characters can be knocked back (using force) when shot:

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Hey, this is looking pretty cool, and pretty helpful as well. One thing we were wondering as we are doing the first testing of the software is if it’s possible with the exported blend files to also export empties for each of the trackers, controller and headsets raw position and rotation data as well in there. Thanks for the great work!

Hi ReelCaptivation, thank you for reaching out and being so kind. And welcome to BlenderArtists! :slightly_smiling_face:

I like your idea for allowing users to record and export controllers, trackers or HMD raw data (as simple props) for blender. I have just added to the list of todos and should not be very difficult to implement. Thanks for the suggestion!

I am currently adding many new features planned for next release; I apologize if it takes a few weeks to get to this but I will attempt adding this feature soon.

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That’s great to hear! And no need to apologize, development takes time. Thanks for being receptive to some new feature request.

@Blended_Blue

Dude, I had to make an account to thank you for your work. I made a silly video using your software, and although I still have a lot to learn about it, I had a blast using it. Here’s a link to the video and you are free to use it however you want (though I do curse a lot in it):

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Hello Blended_Blue,
Thanks for making the software.
I have a problem with importing a custom avatar - in this case a ybot. I’ve tried several times thinking I’m screwing something up, but they all seem to be too short when judging by my hand position vs head position (eg have to reach way above my head to touch the neck of my imported avatar), and I have to max out the slider in APS to get it remotely close. I’ve also tried scaling the avatar up/down before converting and that doesn’t seem to have any affect. Do you or anyone else have any ideas? Heck, I’d even take the ybot you created with the top-hat in the hopes I can figure out what I did wrong.

Also, I have a few suggestions:

  1. Controller position/rotation offset. It’d be nice if I could adjust the position of the avatar’s hands relative to the controller. Thus allowing for “palm to palm” contact between hands without controllers getting in the way. This would also allow rotational corrections to the direction of the index finger - as currently, with index controllers, the index finger in real life and in APS do not match up.

  2. BVH file export naming. I just take the automatically named humanoid_x.bvh file and import it into blender directly and export it with other bvh files as an fbx file. So it’d be nice if it named the bvh files according to what they’re saved as in APS.

  3. Max Height adjustment? If I can’t fix the import issue with the custom avatar, it’d be nice to have an even greater max height value. I must somehow make the position of my head/controllers relatively accurate.

My personal project involves sign language, so finger/hand positions (especially in relation to hand/body/head) is essential.

Hey, I am sorry that you are having trouble with avatars.

At the moment we are working on redesigning the builders into a single APK (as an importable unityasset) and includes many fixes and improvement. I hope that this release address the issue you are experiencing.

Pardon me, how do we install this? I didn’t see it described in the original post. Also;
does this support Valve’s Index controllers?

To install APS runtime (VR mocap recorder) you must first download AnimationPrepStudio_Lite.zip and extract, then run AnimationPrepStudio_Lite.exe. For Windows only.

Also SteamVR must be installed and running.

And yes Index controllers (Knuckles) are supported. I have also added bindings for Vive controllers, Vive trackers and Oculus touch controllers.

Please note: If you are using any Vive trackers then be sure to set all tracker’s role as: “Disabled” (located in SteamVR’s Manage Trackers menu):


If you need assistance installing asset or avatar builders I would be glad to help also.

Does the prop builder support props with moving parts? Like you can grab a part and move it while holding it, and holding one prop with more than one hand?

Because the prop builder is a simple Unity project you may add Animation components to include motion on the prop. Simple Unity animations should work, particle systems should work, hinges and joints might work … added rigid bodies is not recommended.

only the prop’s position and rotation is recorded so none of the additional animations would be exported to Blender.

And yes dual hand grabbing is supported on all props.

I see. Anyway I could add it so that additional movements, like say moving the magazine were it a bone as part of the prop for example would get exported to Blender? I’m thinking of trying to use this to make animations for a FPS game.

To accomplish that would require two props so they can both be recorded as individual animations, one prop attached to the other - then begin recording once grabbed or unattached. It sounds like a nice idea for a feature, currently this is not supported, but possible I could add similar functionality after next update…