multiple animation
Hi everybody..... I need an advice or tips to figure out my problem. First I have a kinect that record bvh information of a person. 2. I have an avatar that is working perfectly in Max ( with a recordede kinect bvh file). What I want to do is to take a bvh recorded file and change the animation of my avatar in max without to manually change it in Blender... Is it possible to load a raw bvh file in Max without passing by Blender but keeping the same avatar (not a skeleton) ? Any insight will be very cool...Maybe there's a workaround in Max 7......
Thanx a lot,
Benoit
I haven't tried this, so take this all as pure speculation, but…
The first thing I would try is to make 2 jit.gl.model objects, one to load the skinned model, and one to load the animation. Be sure to name both objects so you don't have auto-named nodes. Then, I would use the copynodestoclipboard message to get a jit.anim.node tree from each file. Then I would connect the animation nodes so that they control the skinned model nodes. There might be more to it than that, but that should hopefully give you something to try. Let me know how it goes.
Thanx for the help Andrew but I don't think I am connecting the jit.anim.node correctly could you give me just the correct order how to connect them....
Merci,
Benoit
And does the anim.node tree just takes message to move the objects ? Or it can makes change with a bvh file for example...
Thanx,
Benoit
After some poking around for real, I realized my original advice wasn't that great. I was able to get it working by using "nodebind" messages to the jit.gl.model object that holds the skinned mesh. So the idea is that you have 2 jit.gl.model objects. You do "copynodestoclipboard" on the animation jit.gl.model and paste the contents of the clipboard into a subpatch. Now that you have a bunch of jit.anim.nodes with names, you can query the bonenames in the jit.gl.model with the skinned mesh and generate all the "nodebind" messages you need.
Thank you Andrew YOU ARE AWESOME !!!! It's little help like that from a pro that makes me buying your software for the rest of my life!!!! I can see that the L.A air and a new Max release have give you wings ;
Merci,
Benoit
super cool patch andrew! the warning messages printed to the max console will be gone in the next update.
I realized I didn't mention this in the previous messages, but this technique will only work if you use the same bone names for the 2 files (the skinned mesh and the animated skeleton). The regexp assumes as much. Most people maintain a standard bone naming system when creating character rigs anyways, but it's worth noting.
Hi there is also a shared patch demo by Tsusui that loads various bvh files to make different animations for the same skeleton.. http://adsr.jp/download/patch/ (I think the first example) you can dig inside the patch and see how he implements it..
Thanx shalti for your interest in that complex question and I will certainly take a look at this patch !!!
Merci
Hi everybody !!! I like a lot this patch but I am running into a problem. When I read a new model to make switch the animation, the new animation won't start on the fly, I have to use the toggle that leads to animetable $1. Will it be a way to when I read a new animation file, the animation start automatically and I don't have to toggle animetable $1.....That it's more like a change on the fly with a flow and no appearing change !!!
Thanx a lot,
Benoit
just use the read notification coming out the gl.model dump outlet to re-trigger the animation on successful file read.
It sounds easy but how I do that ?
thanx for helping me.....
Benoit
Sorry I got it !!!!! I didn't know it was that easy...