How to Use Motion Capture Files Blender Tutorial
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- Опубліковано 26 кві 2020
- #Blender #Reallusion # MotionCapture
Here are three ways to work with Motion Capture files using either .bvh or FBX files within Blender.
1 - Having the same bone structure on both armatures
2 - using auto rig pro to map armatures bones
3 - manually re-targeting motion capture data.
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How many of you use motion capture in Blender?
Where do I get bvh from?
I would like to try
I'm still figuring out how to address it..
Me😁
As far as I know you need a Xbox 3d camera or an iPhone. I have neither. Are there other ways to capture motion that I don't know of? It would be great if there were a simple system with two or even three normal camera's.
My favourite process was the bare bones method.
Seriously though, great tutorial. I love that you showed us the labour intensive method as well.
the snippit of the labour intensive lol, stuff that.
So glad I found this, bought some mocap files for my projects and wanted to figure out how this was done. Thank you.
You're very welcome!
Where did you bought motion files please?
Thank you for the tutorial this will be super handy!
Amazing as per usual Marko! Best Blender channel on UA-cam by a mile. If you aren't subbed to this guy what the heck are you waiting for??!
cheers mate, much appreciated.
@@Markom3D all true man! I was seriously stuck in Blender and your videos are so clear, fun and consise that I'm back on track! Thanks man!
this is really useful. will test it out
Please do!
This is going to save me so much time with my movie! 😁
yeah
Main thing I learned from this is just to use the auto rig and if you're planning to use any kind of Mocap. It just this makes life easier
oh yeah, it just make life easier for sure
really helpful
Good work thank's
Welcome 👍
thanks
Excellent 👍
cheers mate
Thanks Markom
no worries mate
Hi there, thanks for the video!
I'm messing around with mocap, but I got the file using a camera and when I import it to Blender the armature is all over the place. Is there a video that could help me figure out how to find the correct angle my animation was recorded?
Hello, thank you for the tutorial but i'm having some trouble following the first way...
When I select the animation for the new armature, my skeleton disappears, and the animation doesn't seem to stick with the desired armature... do you know what can it be?
hey there where did you find the "template" for match the autorig pro name's conv with the bhs's mixamo name convecn? I see in your tutorial , you charge some kind of remap file...
you are a god sent
lol, cheers mate
Hi Markom, Would be great if you could provide a tutorial on "All you need to know to create a building in Blender and make it game ready for Unity?" from mesh, to normals, uv map, animation of doors and stuff, potentially modular too?
UNITY SUCKS lol.. I can and I will do this soon. I am an Unreal man by heart. Is there any specific model that you would like to see created?
@@Markom3D FUCKIN TRUUUUUUUUE
@@Markom3D It's not like we got a choice🚶
saved my bacon! thank you
Glad I could help!
Great vid. Thanks!
How would you go about attaching a head and a body (combining meshes)?
A combination of the Facebuilder add-on and a Display.land scan?
That's what I am trying to accomplish. But since the scan of the body isn't going very well, I'm thinking about using Meshroom instead.
oh that gets yuck. I have tried that before and it wasnt the best as the textures are different. Just make sure that you have the same amount of verts on neck edge and the head edge.
Dear Markom3d, I have been trying to do various methods of retargeting but to no avail. I am using your "horrendous" third method which is very hopeful and promising till the fingers - they are all getting deformed. Is there any other method other than copying rotation using bone constraints?
So if I give the bones of my armature the same name as the bones from the bvh skeleton will it work like in the first method? Also can I save that armature so that I won`t have do the renaming and rigging process for all my characters?
Please make a tutorial for ipisoft and how to use it with human generat addon using Auto rig pro . Thank u
Sir , your tutorials are awesome and so useful for us , please , try to make a video on , : - how to create realistic fur ( for animal) in blender evee , it's easy for setup in cycles , but it's tough to shade in EVEE,
And another video for :-. How to use c3d mocap files in blender.
Great suggestion!
Super cool Tutorial! But I'm having a trouble with root bone... As I am not sure which one is master bone.
asfas fasf so make it the hips as the root bones
Hey Markom! Thanks for the good tutorial! 🤗
But I have a few questions... is that a friend and I are about to start making mocap, but we'll need to retarget the bvh files to mmd models...
Bc our models have Japanese bone names, and our bvh files will have English bone names, so they won't match...
And I want to know if we can do it the same way as in your tutorial, or if retargeting to Japanese needs a special process?
Also, do I need a rig/skeleton with a specific quantity of bones to make mocap, or do I just record the bvh file and export it?
Thanks in advance ^^
yeah, the Japanese thing I wont be able to help. With matching the rigs, you can have as many bones as you want, you just need to work out which bone matches which bone
@@Markom3D Alright, thank u so much for the info and reply! God bless u ^^
Thank you. Can you please sned the link for mixamo Fk.bmap
I want to get started with motion capture, and thinking about getting a kinect to start off with, can this be applied to any rig, as I want to animate scenes quicker, I want to create animation scenes a lot quicker, am creating a Minecraft animation, and motion cap data to those rigs, as well facial motion capture as well.
so a kinect is pretty old now, but it will still work. It all depends on what program you use and how you are going to apply it. Also, which program are you going to use?
@@Markom3D ok, I am using latest version of blender
@@ljcstudios7540 no, I mean what are you going to use to record the kinect animation?
@@Markom3D I believe the kinect has it own software. To do the motion caption. I do want to try and get started and learn the ways motion capture and trying my rigs, I believe the hardest thing to animate for myself is the mouth
I've heard that for facial mocap most people use a modern iphone, like iphone X and later... at least a lot of vtubers use it (the barebone solution with facerig and webcam is not the best quality, therefore vtube studio with iphone etc... there are several programs.. but i don't know what one would use for just recording)
@Markom3D - I'm very interested in buying the AutoRig Pro, but I noticed on the video, the feet were not following the mocap animation, am I to assume that there were IKs on the feet turned on that prohibited the fk-to-fk driving of the skeleton? If not, I'm concerend that for the $40 I may not get the qualioty I'm looking for. Any feedback on the product?
Hey, So I use ARP quite a bit for transferring mocap data from iClone to Blender and applying it to the character. The reason the feet were not moving is that when using the perception neuron, that software will snap the feet to the ground to prevent sliding. On a side note, Artell released a new addon for the addon called Quick Rig. ua-cam.com/video/CZ9TrBfFFHY/v-deo.html - This uses the current rig and weight painting and sets it up with the correct ARP rigging.
@@Markom3D I watched the video but don't see how QuickRig is going to help solve my mocap more correctly. I'm not currently using the add-on for rigging at ALL. I'm solely using it to retarget my mocap skeleton to un-animated skeleton. (Ingluding a gun prop, but that presented other issues). Would love to talk with you offline about what I'm working on and what im seeing. Maybe your experience with the tool can help me get better results. My main issue with the mocap is that the mocap motion can match, but it doesnt match in world space. I'll send you my email.
@@ThatMocapGuy Markom3D#0018 is my on discord. I will be home on the 5th, more than happy to help out any way I can. discord.gg/HDJ8XGm is my discord
Hi Markom. Thank you for the video. Have you tried using Openpose to capture the motion data and later use it in Blender?
Alex K no I havnt but it looks interesting. I will have to check this out for sure.
@@Markom3D That would be great to see a video like that of how to use an Openpose with Blender
Dude, I wanted to be like #1000, but I already hit like last time. I feel denied... I hope the next guy appreciates this video as much as I did. Probably not. ✌️🍺🎩
lol, cheers mate
The nasty one can be speed up by doing copy to selected, than all bone have that constraint and you only need to point it to the correct bone.
Rombout Versluijs yeah, that’s an option, and yuck as aswell
@@Markom3D Its 2 clicks, its better then doing it repetitive for 80 bones?? I don't find 2 clicks yuck.
Rombout Versluijs sorry I miss read that. I am going to have to test that out.
its 2022 but anybody know if I can just buy realusion animation without owning the software and just use this to transfer the movement to auto-rig without needing to export from iclone?
That's awesome! Thank you for this clear tutorial! What would interest me is how to import and map different MMD motion data to other models... like Miku Miku Dance is very popular in japan and there are many good dancing animations on the web... Does AutoRigPro has such prebuild mappings for mmd files too?
No. Once you import the animation file, you will need to use auto rig pro to match up the bones, and then export those settings, that way you wont have to do it again unless the bone names change.
Hello, I've currently got a few problems with that:
I know that the following is working because someone I know tried it and it worked but if I do it it doesn't:
I made a character with MakeHuman and the cmu md rig, exported it as fbx.
I then imported that in Blender with my bvh from my animated/motion capture data
I was then told to rename the bones of my fbx so it has the same name as my bvh-bones (there my skeleton from the fbx turns 90 degree if I select it and I have no idea why but I ignored it because I thought this wouldn't be an issue)
I then followed every step that you described in your video (the first method)
when I am in action mode I have that one key frame that you talked about (fbx skeleton selected)
I connected it with the bvh (that I renamed, just as you did) and then there are a lot of frames appearing
but when I press play on that, only the original bvh-bones move and not the skeleton/mesh I want to move
What could be the problem with it? Because obviously it is kinda working because there are frames appearing in action mode for that skeleton which originally had only one...
Send me a message on discord, there is a link at the bottom of the description
Could you help me export a bvh when I export it and save it to upload it my avatar don’t move
So that second remapping can probably only be done with tha paid addon or do you know tricks / tips doing without needing to pay?
Rombout Versluijs pretty much what the third version is. Every thing can be done without addons, it just takes longer
Hello I want to ask, hope you will answer, What is the mocap file is in fbx?
depends what the files format is when importing. can be fbx, obj, or even bvh
Mark I am getting an issue of twisted arms And yes I've checked all source its correct but im getting the arms all twisted
make sure IK snapping is off, also when you import the fbx animation file check that auto orientation is on its under the armature tab
@@fisherman10101 Thanks Mate.. But the problem was i forgot to make it t-pose :)
cheers for helping each other out guys
Bit late to the party.
Do you guys know where I can find the mocap file for the All Blacks Haka?
Preferably a free version. I’m not too wealthy and are just wanting to create a scene I have been dreaming about for the last 10 years.
no sorry, I dont know where you could find that one.
In the first method, even though I do all the work, there is no movement on the model, and the bvh file itself only moves
I resized my armature and my character went octopus. My understanding is the animation did not get resized. Any chance you have a fix?
Hi there, I made an edit to the armature that the new model had "copy rotation" from. because the legs are 180° in the wrong direction. but then i hit play they revert. Now I could rotate them and then set a keyframe for 6000 frames manually ... but is there an easier method? Please help
Use the graph editor and you can select the root bone that need to rotate on, and move it to the position that you need it.
hello, how can i convert c3d and tvd to bvh?
hi Mark .. sorry for writing so much ... I just have one problem .. how to add animation after creating hair ..?
So this is how I do it ua-cam.com/video/MAOp0DpYZEk/v-deo.html
Probably a dumb question, but the motion capture data I downloaded doesn't include a .bmap file. I can't seem to move beyond this part of the tutorial without it. Where do I find this or how do I make it?
So I am assuming that you are using ARP. You will need to make one. The way you do that is the match the bones, and then you can export the list at the bottom. This will then create that .bmap file for future reference.
Markom3D You’d be correct in that assumption! I’ll try that out later on but that sounds like it’ll work. Thank you so much for taking to time to reply and to make this wonderful tutorial!
hmm nice tutorial but you didn't tell us what is happening with auto rig pro when the names are completely different and "built bonus list" shows nothing ? should we have to remap one by one ? (that sounds like a nightmare)
Once you have set it up with ARP, and you use the same armature, then you can just save the matching and reuse later.
ok i have meny qustion
1. what the need i ther odder to motion cruncher ?
2. is pasble to motion cruncher only with my webcum ?
3.this system is free ?
you can do it all with a xbox kinect. but you could use a web cam to record yourself and match up the poses of your character with the footage
@@Markom3D OK
How do you export the BVH file from CC3?
Just the bvh file from iclone, I dont know. I have submitted that as a request though
Sir i used your method but my character get shrink and sometime get invisible and not in space, even motion not transfer
tried everything and, although it is quite straight forward to re-map the bones, I get a lot of issues and artifacts, my rig is all over the place
Sir can you please make a video of lipsync by auto rig pro
using the facial rig? that is quite a bit different from everything I have used, but I will see what I can do
@@Markom3D thank you Sir. Love from India
This does not seem to work with my VRM model, help please...
where can you get the FK bmap?
Assign the bones correctly, and then export the bmap, and there you go. You just need to do this once
@@Markom3D um also the feet stick to the ground, so everything else moves but the legs stretch
Hi there, thanks for your tutorials, v helpful. I've imported a BVH mocap file into Blender and am trying to rig it to a Mixamo character FBX file. The bones seem to carry the same names, so I followed your first option, yet when I rename the Mixamo armature to the same as the BVH, nothing happens. Is there an easy solution I'm missing?
did you add the animation to the NLA editor for the character?
@@Markom3Di have the same issue as with him, i am a complete begginer and i don't know what is NLA editor, pls help me with that
first method working but it cant copy rig's rotation just transform(sorry for translate xD)
So at the root (Can be the hip bones) set it so that it copies the location of the other root bone (Normally the hip bone)
how can i do it with flex rig ? with Motion Capture files using bvh
Ahmef Naji yeah, this is fun. I am struggling working that out atm. As soon as I crack it, it will be up
Thanx alot ..I use auto rig pro ...it work but there are some issues..
Ahmef Naji if the bones do not match, it will always look off
helo markom. please i want to make that controller named ; c_traj or c_pos in autorig folow charactere for latest rotation or i tried making null and rotate character from it its didnt work. because my character is walking real from mixamo not walkin in place thnx a lot man .
I am not too sure what you are asking, but I would just move the root bone forward
@@Markom3D hey sorry for wasting your time . let me explain if can to let you understand what i want to do . i have 2 main issue. 1 : because i use mixamo for animation so when i import it . i remap it with auto rig pro ex.. after that everything work fine. because i export animation not walkin in place. it mean character move. so 2 main controller of auto rig pro it stays in centre of my scn "origin" so character move far from thos 2 main empty or null or controller wich they stay into origin. so when iwant to rotate character i need to use thos one of thos 2 controller are in origin axis so when i rotate them my character its going to rotate depend of thatr origin centre and not rotating from his actual position please i also did put cursore under my centre of my character and still jugling while moving and rotate can you please tell me if it possible when using auto rig pro try it please! i want to make like control or empty in blender named empty box for exmple . and i want move with hips for my character but when i rotate that box empty it going to rotate my character from pivote of that emptty box ! ;'( if its possible in blender . 2nd question about NLA . non linear animation please: first of all . ihave one week blender . i understand many things whole program because i have background 3D artist using lightwave3d since 2001. so my main question about NLA pls for exmple i have 4 object in scn . but when i hide one of them all list in nla its gone why ?! i want to hide that obj or remove it from nla liste. for exmple i have 2 character and one ground layer oky ? plane or something. so when i go into non linear animation it sholw up all 3 of them okay ? but when go into outliner and hide that ground from viewport "why i do that " because to remove it from NLA . so when i hide it from viewport all liste of my NLA its gone with it . so why im told you this because i have an issue in a scn i can found someone who can help me on this. im working on scn with has like 88 stairs for escalitor. " thos collection wich has this escalitor staris when i hide it its going to make my NLA blank like there is no object there . can you help me thank you very much "i see you have too much skills and experience in blender ^^ " thnx a lot man .
oh hey again
It doesn't work since I applied the motion at 1:46. I have no idea what wrong is.
Hmm. I should be able to switch between animations using a mixamo armature and animations, but they absolutely refuse to work. No matter what I try, nothing is working. Download a basic armature from mixamo, say a y-bot, then download any animation. I should be able to apply the animation from the 2nd download to the 1st armature but it absolutely will not work.
IpiSoft has been a fairly reliable way to do your own mocap.
yeah, I use brekel with a xbox kinect
Markom3D I uSe that too. It does well capturing forearm rotations.
Christopher Getz I have gotten some awesome results with two Kinects aswell
@@Markom3D That's good to know! Thank you, for your videos and the listed resources. I invested in two Azure Kinects, but have taken some time to improve my C++. I am looking into sinking the two cameras, soon. I look forward to asking you some questions, again Many Thanks.
Christopher Getz I am looking at getting a perception neuron motion capture suit
i dont see any of the keyframes
sorry for taking so long, which one fo you not see keyframes on?
@@Markom3D revisiting this 1 year later sorry figured it out
what and where is mixamo_fk.bmap at 03:09
Wait, so I can't use an android to do any of this?
to capture the motion?
Yeah?
Sorry I'm late hehe🙏😅
lol, cheers for stopping by
mixamo_remap lo pasas?
not sure there mate?
I have Scenario #1. animated FBX bones that match my name/proportions/etc on my Blender Rig. When I connect the animation via action editor, My rig accepts the animation, but theres an offset in the rotations....as though they were in different binding poses or something. thoughts?