Motion Capture Data – .bvh import into Max
I’m working on a research project, and am wondering what work has been done on MoCap with Max/Jitter. Weare working with .bvh data here. Does anyone know of a means of working with this format? A colleague is working on a realtime OSC implementation, I am, however, as of now, looking for a simple means of visualising recorded MoCap data.
we’re working already with an OSC streamer for the arena mocap software, if you could use that we can share (and maybe put some pressure on implementing OSC as a standard) offline I think csv files are more easy implemented in max
we are working with the animazoo igs-190 system. we are also wanting both online and offline implementations.
have a look at motioninplace.org – we are developing a mocap resource for arts and humanities commnities in the u.k.
some chance to work together?
i am in the process to create a 3d character and will later have access to a professional motion capturing studio, where movements can be recorded as bhv files. In max i want to control multiple instances of this 3d character (via poly), each one doing a different movement at the same time. Is there now any way to import bhv into max onto a 3d character, or do i need to do the targeting of the mocap files in the 3d-Software (Blender)?
If the latter is true, is it better for max to import a character with just one large animation attached (working with looppoints, see the dwarf in the model.anim.loop example), or one character with multiple seperate animations attached (see Ninja-Example, which doesn’t seem to work…). Or, since each instance of the character just needs to perform one action all the time, shall i export better multiple (identical) characters of which each one has one different animation attached.
Thanks for all tips/hints…
ok found out that i can import bvh directly into jit.gl.model -> if i disable it i can still query the attributes of the anim.nodes after i copied them to clipboard and map them onto my character loaded into a second jit.gl.model.
Hi Tobias, I am also looking on loading different BVHs into max and control a model rigged with those, could you explain to me a bit more what was your process? Im not sure I understood the solution you found! thanks in advance!
i just made two different jit.gl.models and named them (in this screenshot taken from a tryout patch one is named fu, and the second one in which i loaded the bhv-files is called aniskel). When i created my fu model in Blender, i attached the standard sceleton from the bvh-files onto my character….
In Max i then just used "Copy nodes to clipboard" and connected the parallel nodes, that outputed their rotation / position values on request.
Since there were some minor problems finally i loaded each bvh-file into Blender, modified it a little bit (reset all orientation angles etc…), and exported it as dae files as well, with exactly the same export settings as my fu-model..
Hope that helps
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