BVH import causing body part translations?

Using a T-pose 5-frame mocap BVH file I created for testing I find that with some DAZ characters that different body parts get translated in the green Y-axis. With most characters the BVH file works fine.  I guess I can build an aniblock to correct this but I am wondering if there is a reason for this and is there a way to fix this in the BVH file?  Thanks!

Comments

  • algovincianalgovincian Posts: 2,636

    Can you post the BVH somewhere so we can take a peek?

    - Greg

     

  • FirePro9FirePro9 Posts: 456

    Attached is the 5-frame T-pose BVH file I am using for my testing, I had to change the extension to .txt in order to upload, so you will need to change it back to .bvh to use.

     

     

     

    txt
    txt
    Tpose-5frames.txt
    31K
  • algovincianalgovincian Posts: 2,636
    FirePro9 said:

    Attached is the 5-frame T-pose BVH file I am using for my testing, I had to change the extension to .txt in order to upload, so you will need to change it back to .bvh to use.

    Thanks for uploading - I'll grab it and take a peek as soon as I can steal a few free moments. Also, thanks for your comments on the suit. I've been slowly collecting hardware and building rigs for a portable markerless motion capture solution as a side project, but don't know whether or not it will ultimately be a viable solution.

    - Greg

  • FirePro9FirePro9 Posts: 456

    A similar solution to the Perception Neuron suit is currently being developed by these guys  ----->   http://salto3d.com/

  • algovincianalgovincian Posts: 2,636
    FirePro9 said:

    A similar solution to the Perception Neuron suit is currently being developed by these guys  ----->   http://salto3d.com/

    Thanks - I'll check it out.

    As far as your BVH file goes, I've tried importing it onto Genesis (after re-mapping), and it's a complete mess. On G2M, I can confirm your results with the head translated -87.22. On G2F, it seemingly works ok.

    I know it's not ideal, but for the time being, I'd just import onto G2F, then export a new BVH from DAZ. You could then import this new BVH onto your G2M.

    Still don't know exactly what's going on, but I would be interested in looking at how the extra spine node could be playing into this, as well as how offsets in general might be playing a role.

    - Greg

  • FirePro9FirePro9 Posts: 456

    Greg, thanks for confirming the problem is not mine only.  

    Yes, for now my best solution is to do all importing of BVH files generated by the Perception Neuron mocap software using G2F.  I found that saving the G2F motion as an aniBlock works well for most DAZ characters I have been testing (G1, G2, even the Toon Scientist, but not with G3).  If I use G1 to import BVH and create aniBlock, then apply that G1 aniBlock to a G2 figure the hands/fingers will become hyperflexed for many hand motions.

    BTW I have also tried using Kinect and Kinect2 for markerless mocap via iClone, which works reasonably well if you only need front view mocap, turn more than 30 degrees or so and all bets off.

  • algovincianalgovincian Posts: 2,636
    FirePro9 said:

    Greg, thanks for confirming the problem is not mine only.  

    Yes, for now my best solution is to do all importing of BVH files generated by the Perception Neuron mocap software using G2F.  I found that saving the G2F motion as an aniBlock works well for most DAZ characters I have been testing (G1, G2, even the Toon Scientist, but not with G3).  If I use G1 to import BVH and create aniBlock, then apply that G1 aniBlock to a G2 figure the hands/fingers will become hyperflexed for many hand motions.

    BTW I have also tried using Kinect and Kinect2 for markerless mocap via iClone, which works reasonably well if you only need front view mocap, turn more than 30 degrees or so and all bets off.

    I picked up a couple cheap laptops during the Christmas sales and have been having fun building rigs to mount PS3 Eyes on stands  - 2 per laptop/controller for a total of 4 cameras. I've got the ad-hoc networking all setup and the master now records synced video from the 4 cams, but that's as far as I've gotten.

    I'd love to see some finished animation of DAZ characters once you get all the kinks worked out!

    - Greg

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