now instead of making the walk-cycle , i have decided to use bvh files , i have some questions
1- some BVH files refuse to get loaded through blender , is that common ?
2- now i have loaded a bvh , it is a walk bvh , and lets say rigged , when i load another bvh have i to re-rig ?
3- can more than one bvh be applied to one skeleton?
4- thanks BA forum members .
edit :-
5- oops , how can i make my own BVH files throgh blender ?
please help , …
and one another thing , whenever i import a bvh , i can’t rig it , when i try to do so , it distorts <btw i assign the vertexs instead of painting them , and the problem isn’t solved yet ! >
What version of Blender are you using? The new svn builds have great features for quick rigging(bone heat, etc). Bvh hacker is a free program that might make it possible to put the bvh rig in the right position for your character(has a t position setting). Depending on your character. I haven’t used the mesh deformation modifer but that might help too. As far as retargeting motion data from the bvh rigs to my riged character I haven’t found a easy way to do this yet. Though I have been trying out some of the new constraints. It isnt a easy problem to fix because there isnt a standard bvh file(different bone setups).
As far as retargeting motion data from the bvh rigs to my riged character I haven’t found a easy way to do this yet.
but i think it’s a priority <took me 1 minute to remeber this word , priority> ok , but i think it’s a priority for the blender devlopers to implement this into blender …
You should have lot of BVH file for all the life action which you may use in future.
2,. Create a Mesh character according to the the skelton created by BVH import.
Select the mesh and then Skelton and RIG them.
Press ALT-A it will run.
Now suppose your BVH is run.bvh for 240 frames, and you got one walk bvh with 300 frames. Create the character with run and let the 1st run of 240 frame finish. Goto Frame 241. Copy the Action from walk.bvh to the current skelton. Now you have 240+300 frames. But in the connection you have to be care full for ending location of run and starting location of walk. If they are not same, then animate and put a keyframe at Frame 242.
If you have a mesh with an existing armature, you can animate without re-rigging by parenting/constraining the relevant bones of your armature to the bvh armature.
E.g. Parent foot to foot, hip to hip etc. You will probably need to resize the bvh armature to fit your rigged model.
Err… isn’t there an option to import the bvh data as empties and not as an armature still ? Last time I looked into this the importer still had this option … just parent the bones to the empties per bvh data set and turn those into actions and there you go … (and speaking of the SVN builds … use the new “Child of” constraint to make your life easier) … that is if the above option is still available … been a while since a I looked into this …
I have been trying the child of and it hasnt been working for me. I think that there was a recent fix so I need to try again. Copying rotation works but a bit cumbersome.
Import Walk.bvh
It will create Armature sketelton with for example say 1-450 frames.
Now rename this Armature to arm1
again import run.bvh
It will create Armature with 1-200 Frame
Now in one blend file we have 2 armatures. 1. arm1 and 2nd is Armature.
Goto Action Editor.
Select arm1 Rename the Action as walk
Select Armature. Rename the Action as Run
Save this file as xyz.blend
Create a New Blend File
append Armature from xyz.blend
Append Action ‘walk’ from xyz
Now your Armature can have 2 Actions one is walk and one is run.
I thinks this will work?
Goto NLA Editor. Select arm1 and create NLA Strip walk
Select Armature and create
This gave me a much better vertex groups to start with.
It took me a while to figure out that you have to actually go to this website http://www.graphicall.org/builds/index.php and download the non-standard version of Blender to get this feature.