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Blender 2.5 Tutorial Connecting a Skin to a Motion Capture Armature Part 1

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Uploaded by on Aug 6, 2011

All files used in this tutorial can be downloaded from http://blender.freemovies.co.uk

Similar to the tutorial 'Importing Motion Capture Data (.bvh) Files and Setting Up a Simple Rig' but this time a complete skin is connected to the armature.

The techniques used in this tutorial are simpler and shorter and there is less information about the bvh file format (you will have to look at the other tutorial for that).

Key points -
How to import a motion capture file (bvh).
How to scale and rotate the resultant armature.
How to connect chains of bones (arms, legs and head and neck).
How to modify the animation using the dope sheet and how to save multiple actions using the action editor.
How to set the armature into a T-pose ready to connect to a skin.
How to append a skin into a Blender file.

The original motion capture files are from -
http://www.centralsource.com/blender/bvh/files.htm

Links, files and support materials can be found at my website -
http://blender.freemovies.co.uk

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  • @Tommyknocker45 When you change the size and position of the bones it will cause some problems with the armature bones positions not matching the motion capture data. Utilities like bvhacker offer some tools for modifying mocap data.

  • At 3:28 you checked to see if changing the rig in edit did not alter the rig in Pose mode. In your video it did not change the rig in Pose mode. What should we do if changing the rig in Edit mode DOES change the rig in Pose mode?

  • @petenicezz Search for stuff on the Microsoft Xbox Kinect SDK (software development kit), I am hoping to do some tutorials on this in the future (when I have worked out how to do it!).

  • thanks for sharing, would you know a website that offers tutorials on learning how to motion capture

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