Due to the lack of BVH retargetting, I’ve written a few script for my personal use. Now I decided to release it as a Blender 2.8 extension for the pleasure of others.
It’s still in the early stages, but it works fine with the following limitations.
It can retarget BVH animation to MB-Lab basic/muscular armatures, Makehuman cmudb rigs and partial Rigify FK.
If there are interesting of that, maybe I can make some kind manual bone connection too. Or just make more skeleton maps. Existing maps can edit with any text editor, they are located in skeleton drawer in place of addon itself.
0.23-0.25 version update
-Ability to restrict pelvis horizontal and vertical moves (When make ex. game animations with static skeleton animations)
-Better matches for MB-Lab bones
Supported targets:
Makehuman cmudb
MB-Lab FK
Rigify (Waiting for feedback)
Supported sources:
3-Spinebone Biped
5-Spinebone Biped
dancedb.eu BVH (They are rotated differently than others)
I recreated -zip files (Perhaps it was packed to subfolders), now I tested again and all should be working now
My testing version of Windows 10/ Blender is 2.83.
Redownload and test again and thanks for reporting. Please tell your operating system if problems occured. It may help developers vert much.
Addon panel itself should be find in Skeleton data properties only when you are Armature selected.
Hey, Win Pro 10. Blender 2.82 and Blender 2.83 . Its doesn’t appear in the addons window also in Skelton data with the armature selected. I’ll check to see if missed something in video, I’m new to animation. I will give update if something changes.
THANKS…
BLENDER POWER !
Thanks for this useful tool which is clearly in high demand. I’ve run into pitfalls trying to use it however, with an MB-lab armature which ends up getting mangled on the source armature when I try to connect them. Does this work with MB-Lab 1.7.7? Also can you please make skeleton maps for the CMU mocap library found here: www.cgspeed.com. Or a tutorial on how to make the map would help so users can make and contribute their own maps.
hi Pohjan About the user Maps: I copied this from your youtube comments to continue the conversation here: @Pelvis,Hips,-xr,yr,yz, xl,yl,yz (Hips) is bone name from source pelvis bone. Bone name can change here
xr,yr,zr are axis rotations of bone (They have some variants) xl,yl,zl are offsets of bone (only pelvis actually have this)
Would you mind going into a bit more detail ?
The Axis of rotations of the bone, are they in world space (Absolute, or local space, or are they the valutes from the rotations channel when you select the bone ?)
2.a. For the Translation offset of the pelvis. Is it the offset between the two skeletons in rest pose ?
2.b. Is this offset in world space or in their local space under the armature object ?
Thanks for the help ! I’m going to do some tests with the user scripts now to see if I can figure out some of those answers in the meantime. Thanks for sharing your add-on !
Update:
Ok so I tried setting up custom maps by at least entering the names of the source and Target bones, even if rotations are boken for now.
Unfortunately it looks like it was unable to map the two skeletons, only the pelvis.
I get an error when I press “Connect Armatures” after setting the targets and pointing to my user scripts.
The error message says the problem is the thigh bone. Is it possible the rigify naming convention is causing issues ? the rigify bones have names with a .L and .R for left and right. could the “.” be causing the script to crash ?
Update 2:
I tried renaming the FK controls so the names are thigh_L instead of thigh.L and I get the same error.
I would love to get this working, I am in desperate need of a good retargeting solution.
pasted here:
Error: Traceback (most recent call last):
File “C:\Users\na\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\MocapConnector.py”, line 114, in execute
successo=makeProxies(self,context)
File “C:\Users\na\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\MocapConnector.py”, line 200, in makeProxies
generateProxies(operator,context)
File “C:\Users\na\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\MocapConnector.py”, line 276, in generateProxies
b=targetbones[found]
KeyError: ‘LThigh’
I have two Skeletons for virtual worlds that if they were supported targets this would be very handy for some creators.
One is the Second Life avatar skeletons. http://wiki.secondlife.com/wiki/Project_Bento_Testing