Carnegie-Mellon mocap animations not working well in Studio

I'm trying to get the CM mocap animations to work, but I can't seem to get the animations correctly imported.

Using Daz3D stution and various models I use (2nd, 3rd and 4th gen both male and female), the animations are off in quite a lot of ways (see this video:  ). When I import the (plain) mocap into Carrara, the animation works fine though, BUT I can't lock the animation in place (I need it for a game so I can't use moving animations). With that. in Daz3D I should be able to cut pieces from the animations and combine them together, while in Carrara this is not a real option since I can't export the model in Daz3D Studio format.

Simple question here is what I'm missing when importing these animations into Daz3D. I've followed the guide completely (afaik) but it's not working as intended :(

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,512

    well you could have with Fenric's pz2/BVH exporter but DAZ dropped him from the store

    try his Fox Den website if you can google search it

  • AEgamesAEgames Posts: 13
    th3Digit said:

    well you could have with Fenric's pz2/BVH exporter but DAZ dropped him from the store

    try his Fox Den website if you can google search it

    Found the site, but not sure what to do with the exporter - basically it's not exporting in BVH and with that I wonder if it'll be of any help. After all, the BHV files I have do import correctly into Carrara while the same file does not import correctly in Daz3D Studio. Making a new export would most likely not change a thing to the problem Daz3D Studio gives I think.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,512

    well from what I see he doesn't have his exporter up yet, you could email him, 

    I actually found the opposite, the CMU mocaps worked better in Studio as long as you used the DAZ studio versions on CGspeed

  • AEgamesAEgames Posts: 13
    th3Digit said:

    I actually found the opposite, the CMU mocaps worked better in Studio as long as you used the DAZ studio versions on CGspeed

    I've played a bit with the aniation by importing it into Genesis (1), make an AniBlock from it. Next I merged Michael 4 into the scene and copy/pasted the AniBlock from Genesis to Michael 4. Playing the same animation on both Genesis and Michael 4 shows that somehow Michael 4 has a problem with the hip placement which cause his feet to go through his legs when walking.

    I imported the same BHV file once again over Micaehl 4's skeleton in Carrara and took a close look at how it animates. Sadly the same problem is there as well though with a slightly less severe clipping. My guess is that Michael 4 (and Victoria 4 as well BTW) has some hip/knee displacement making for this odd behavior. That'd mean I have a lot of corrections to make in the final version of my animations, but I think it'll be worth it in the end.

  • AEgamesAEgames Posts: 13
    edited October 2018

    But I also have found the problem. I found the video below on YouTube and there is shows how to remove te limits from the model. After having that one toggled for the whole model's skeleton the import went okay...

    [EDIT] Looked at the site, looks promising but the fact that the key will be locked to my PC might withold me from using it. Withold for now since my PC is pretty old already (AMD FX-8350) and I'm considering upgrading the boot drive to an SSD, of build a new PC based on AMD Ryzon with M.2 drives (when I have the money for that :p)

    Mod Edit:-   to remove the quote of a missing post

    Post edited by Chohole on
Sign In or Register to comment.