BVH workflow.

If you mean the red coloured snowflake entries in the NLA editor? . they indicate that they are the current actions influencing the object via the action editor and are not in the NLA per-say but are playing as if they are. Pressing the snowflake puts them in the NLA.

For red underlines in the action editor check this out http://aligorith.blogspot.com/2010/11/f-curve-first-aid-identifying-and.html

Yes, the link with its second screenshot show such red-underlined structures(animations). The explanation there may help - i have to try this…
and here is a screenshot with a makehuman-import attached to the cmu-bvh-armature.
The screenshot shows some differences i made about the creation of the BezierCurve eval_time fcurve. It seems to fix some of those red-underlined
desasters. Next it shows, i did add the scaling of an actions-strip. So its
possible to have an action run quicker and the entries in the eval-time-fcurve
will set according to this too.

The setting for the constraint from the makehuman-armature to the cmu-armature
may not be allright at all - mainly cause i tried to attach it to the running animation.
Normaly one would first setup the constraints to the cmu-master-armature.

picture is from the jump of the cmu-bvh-parts

Attachments


Here it is issue 24 (I bolded the article listing):

Issue 24
Included in this issue

Learn how to blend 3D with 2D
Speedy techniques for workflow efficiency

Master arch vis
Construct compelling buildings for commercial projects

Olivier Bucheron
Conceptualise characters with the help of this top 3D artist

3D printing
Make real-life models from your art

Also inside…
- Buzzbox interview

  • Realistic fog effects
  • Create lifelike textures
    - Mocap files in Blender
  • Alloy wheels in LightWave 3D
  • Build a steampunk simian
  • Interior lighting in Cinema 4D
  • Industry insider: Coneyl Jay
  • Hardware and training reviews

Free on this issue’s disc…
- 30 minutes of V-Ray video tuition

  • Four furniture models from CGAXIS.com
  • The Gnomon Workshop video chapter
  • 25 high-resolution textures
  • Sound FX and loops worth over $50
  • Tutorial files

@R.Culver: now the big question, what it the bold part “Mocap files in Blender” about?
Any clue?
I thought some of these links are known:

makehuman to be used in blender with mocap:
> https://sites.google.com/site/makehumandocs/blender-export-and-mhx/mocap-tool
(ps. i am still not at the point to check the bvh-retarget-tool mentioned there,
even so the picture shows i used a makehuman mesh and armature to test some kind of using the bvh-animation as driver for the makehuman armature)
and there was a longer sample-pdf docu. about using it:
> http://makehuman.blogspot.com/2010/11/making-short-movie-with-makehuman-and.html
the link was already somtime ago mentioned in a forum-posting … (where? dont know…anymore)

That is the article I decided to write when I was getting all of this sorted out and it is is issue 24:

http://www.3dartistonline.com/back_issues.php

Just wanted to give yo guys heads up that it is out there now on the stands. I got the commission to write something about Blender after I had sorted all of this BVH stuff out. And it seemed like a cool subject. Especially since Autodesk has put a lot of development in better tools for importing and editing mocap data as of late. I thought it would be cool to show that Blender has some decent ways of handling the data. Not as slick as Motion Builder by any stretch but very workable.

There is actually a lot more data here in this thread and elsewhere than is in the article. But it a basic primmer in getting rolling with it. Is also something I will continue to research and perfect.

I looked at the MakeHuman python script briefly, and I was wondering about that as well. I applaud MakeHuman’s approach, and their goals, but their scripts are very narrowly defined: They are specifically looking for a way of using BVH with the make-human rig.

I wish someone would that the “retarget to Rig” part of their script and make it more generic… so I could specifiy what BVH bone related to which bone on my rig, and then simply applied all transformations… That would make BVH more useful to a wider audience I think. Unfortunately, my Python ability is just so-so…

I tried the makehuman bvh-importer-script:
space_view3d_mhx_mocap.py
and it worked “like a charm”.

blender-2.56a rev.34368 and makehuman 1.0alpha5.1.
source was a bvh from cmu


and i used the magic-importer-button: load-retarget-simplify
doc with screenshots:
> http://sites.google.com/site/makehumandocs/blender-export-and-mhx/mocap-tool

one thing has changed, the import of makehuman xx2-55.mhx files failed.
The python-api changed again, no more “use_old_bump” texture setting,
best is to convert the exported modelfile and comment out this option
and because there are a few entries of this, i did it like this and changed
the mhx-file extension to 2-56b.mhx:


cat w2-25.mhx | sed -e "s/^.*use_old_bump/#    use_old_bump/" > w2-26a.mhx

and looking into this load-retarget-simplify script,
for DAZ-bvh-files there is no special matrix-rotation for single bones, its only a re-naming of the bones…
… i still wonder and have to check/try different bvh-samples what happens to bones with different length.

Are you working with a Makehuman rig? Because from what I saw of the script it wouldn’t even try to run on a script that didn’t match the rig, bone for bone… And, unfortunately for me, my rig doesn’t…

@MarkJOel: yes and no -
Shure i used a makehuman-rig
and i try something to patch an action to another different rig.
In the following example, (stupid pyhton coding …) its a try
to patch only those fcurves to a new animation with different
bones of a different rig …
you can run the anim with Alt-A and see it try to do the same
jump like the rig from the imported cmu-bvh-data (and the
destiny-rig is not a makehuman one … - its a …
long upper legs and no arms … only a big-body-bone … )
And if someone with python- and pose-matrix-calculation-knowledge
looks into the code, i still dont know if this is right …

If this seems to work, i want to calculate the position of the last bone
in the row of the patched bones and adjust it, so the different length of
those bone-row is taken in account … but is this possible… or could those
changes only be done manually … thats what i have to try next:
change the copy-action and note what (animation of)bones i have to modify
to let the ?alien-rig jump and not loose the ground …

Attachments

action_copy.blend (510 KB)

Hey, Richard!

I just wanted to congratulate you on the Blender News Mention of your article:

Richard Culver’s BVH Article now on line