Differences

This shows you the differences between two versions of the page.

Link to this comparison view

en:bvhfiles [2011/07/21 15:16]
mike
en:bvhfiles [2011/07/21 15:22] (current)
mike
Line 84: Line 84:
 A lot of motion capture files have extra frames that you probably don't want. You can trim the animation by marking the start frame with the "Mark In" button and the end with the "Mark Out" button. Then hit the "Crop" button to trim out everything else. A lot of motion capture files have extra frames that you probably don't want. You can trim the animation by marking the start frame with the "Mark In" button and the end with the "Mark Out" button. Then hit the "Crop" button to trim out everything else.
  
 +== Scaling the joints ==
 +The joints in the BVH file have a fixed position in world space (actually an offset from the hip - but same result). This is probably not the same as world space scale in the Pose Editor. It is possible to scale the joint positions but there are some quirks in the process. You can use "CTRL +" to scale the model up and "CTRL -" to scale the model down. Unfortunately, there isn't a way to adjust the scaling increments so you can just try to get the model within the right ballpark. If the joint scale is too large you will have the foot end effectors (where the feet are reaching to) too far down. If the scale is too small the model may be hunched over or have her arms too close to the body. If you experiment and keep reloading the model in the Pose Editor you can find the closest scale and adjust from there.
  
 == Fixing joints that are in the wrong place == == Fixing joints that are in the wrong place ==
  
-You may find that the animation converts but that the shoulders are too close to the body or the feet aren't rotated correctly. You can adjust the offset position of individual joints by using the Adjustment sliders on the right side. This applies both to translation (position) and rotation. Make an adjustment to the slider, save the file again and then reload in the Pose Editor. Repeat for any position or rotation issues until you get it right. **Tip:** if the feet don't rotate in the animation you can just delete the rotation keyframes for the feet in the Key Editor and adjust the rotation manually+You may find that the animation converts but that the shoulders are too close to the body or the feet aren't rotated correctly. Adjust the scaling first (see above) to get the joints as close as you can. You can then adjust the offset position of individual joints by using the Adjustment sliders on the right side. This applies both to translation (position) and rotation. Make an adjustment to the slider, save the file again and then reload in the Pose Editor. Repeat for any position or rotation issues until you get it right. **Tip:** if the feet don't rotate in the animation you can just delete the rotation keyframes for the feet in the Key Editor and adjust the rotation manually.
- +
-== Scaling the joints == +
-You can use "CTRL +" to scale the model up and "CTRL -" to scale the model down. Unfortunately, there isn't a way to adjust the scaling increments so you can just try to get the model within the right ballpark. If the joint scale is too large you will have the foot end effectors (where the feet are reaching to) too far down. If the scale is too small the model may be hunched over or have her arms too close to the body. If you experiment and keep reloading the model in the Pose Editor you can find the closest scale and adjust from there.+
  
  
 ==== Making the BVH file interactive ==== ==== Making the BVH file interactive ====
 *** UNDER CONSTRUCTION *** *** UNDER CONSTRUCTION ***