HOW TO DRIVE THE MODEL WITH BVH MOCAP DATA FILE
(这几句英文应该还能看得懂吧?不行的话等过两天我有时间打字了再写出中文给大家~)
HOW TO DRIVE THE MODEL WITH BVH MOCAP DATA FILE
1. Import the BVH motion file into the MotionBuilder
2. On the first frame of the motion set the BVH skeleton reference into the T-Stance binding pose. Make sure the front of the BVH skeleton is facing the “Z” direction (see theMotionBuilder Tutorial: BVH – T-Stance in a minute )
3. Characterise the BVH skeleton with a MotionBuilder character template (see theMotionBuilder Tutorial: Custom characterize bone name template )
4. Import the model you want to drive through the BVH mocap data file.
5. Characterise the imported model with a MotionBuilder character template (you can use the same system as in step 3 if your naming bone conventions are different to MotionBuilder standards.)
6. In the control rig of the imported model choose input BVH Character
7. Play the animation
! NOTE: Always try to match the size and position of the BVH skeleton and your model as much as you can!
HOW TO CONNECT THE CHARACTERISED BVH WITH THE DRIVEN MODEL
STEP 1:
Import the BVH into the scene. Just drag and drop the BVH file into the work view. Click the Import option. (For instructions on how to add a path to your BVH file into the Asset Browser see the MotionBuilder Tutorial: BVH – T-Stance in a minute )
STEP 2:
Characterise the BVH skeleton with your prepared template. Put the skeleton in the T-Stance and click and drag the template in the scene. Now click on the small icon of the Character in the Navigator window and drag it over the skeleton. Then hit the Characterise option and you are done! Perfect!
STEP 3:
Select Biped option.
STEP 4:
Now as you can see, the Characterise option box in the Character Definition tab is checked. Good! That means that you have successfully characterized your BVH skeleton. Now you can bring your model into the scene . For this tutorial I used a model from the ClipArt disk from the original Autodesk MotionBuilder installation. You can use any model you have created and exported from Maya or 3Ds MAX. Drag and drop your FBX model in the work view. Choose the merge and no animation option.
STEP 5:
Characterize your imported model. I checked the characterize option only because I am using a model from the MotionBuilder ClipArt library and all the characters are already characterized. If you are using your own imported model you can use the same method as used in the MotionBuilder Tutorial: Custom characterize bone name template.
STEP 6:
Scale the size of your model to match the size of the BVH skeleton as much as you can.
STEP 7:
Go to the Character Controls window and in the drop down character menu choose the name of the model you want to drive. In my case it is the Goblin.
STEP 8:
Stay in the Character Controls window and hit the EDIT button. In the options choose Input>Character (BVH skeleton). Your model should snap onto the BVH skeleton position.
STEP 9:
Hit the play button and enjoy the animation.
In most cases of animation driven by mocap files, you will have to edit the motion and correct the movements. For this you can use separate layers and fix all the problems you are experiencing. To clean up the data, plot the animation on the rig and once you have editted it and made all the changes, plot the animation on the skeleton and save it as FBX. This file is then ready to import in Maya or 3Ds MAX.