in part 2 we process the BVH we obtained in part 1
by applying it to a Second Life Avatar then transfering the animation
to Aiko, through the Pose Preset Animations ( File Save-As/Pose Preset )
link to the poser-compatible SecondLife Avatar
http://secondlife.com/community/avata...
music by Caerou excerpt from the piece "Le couteau" from the album "La leçon"
http://www.jamendo.com/fr/artist/caerou http://caerou.free.fr/
Credits for the mocaps used in this tut
from mocap.cs.cmu.edu:
"The (motion captured) data used in this video was obtained from mocap.cs.cmu.edu. The database was created with funding from NSF EIA-0196217."
The skateeffect can be fixed with the poser itself. But all that is finally to much work! Ore not?
SirJohnsStatement 2 years ago
a scene like that could take says to animate "by hand", but "cleaning" this animation could take only hours, so i'd say it's worth the patient work :)
mcasual 2 years ago
That's true. A cleaned mocap is ever better than a selfmade animation. But have you tired out this all with a more complicated BVH like at example 87_03.bvh or 87_04.bvh?
SirJohnsStatement 2 years ago
i tried with mocaps from the 01 pack only, but there's complicated moves, climbing ladders, jumping, swinging and it looked ok. if you go at the web site of the university ( see in the description box ) you can see the humans who recorded the movements
mcasual 2 years ago
There is another way to fix that minor shlder problem.
animeeple 2 years ago
in part 3 i return to animeeple and do the T-Pose step correctly - and the end result on Aiko is perfect - i read a minute ago that it's hahne at CGspeed that added the z-axis t-pose on frame 0, to speed up work with motion builder
mcasual 2 years ago