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I actually never used the F-Curve only option. For some reason that I
currently can't recall it gave me trouble last time I tried, so I ended
up with a rather huge script that can batch-import folders of fbx-data,
auto-constrain the original rig to the fbx data and auto write-out
action files of the results. That turned out to be pretty convenient,
processing 50 or so fbx files in less than five minutes...
-André
Carl Callewaert wrote:
I still work mainly with xsi 4.2.
If you work with no-human like bvh structure in XSI 5.0 forget about it.
carl
----- Original Message ----- From: "André Adam" <a_adam(at)49games.de>
To: <XSI(at)Softimage.COM>
Sent: Monday, January 23, 2006 9:32 AM
Subject: Re: Mocap questions, again.......
Ok, inconvenient, but at least you can import the data...
Thanks for the quick reply!
-André
Carl Callewaert wrote:
the import of only f-curves doesn't work. you need import the full
scene :-(
carl
----- Original Message ----- From: "André Adam" <a_adam(at)49games.de>
To: <XSI(at)Softimage.COM>
Sent: Monday, January 23, 2006 9:11 AM
Subject: Re: Mocap questions, again.......
Out of curiosity, what exactly is the issue with XSI 5 and
Motionbuilder? I had my last MB contact back in autmn last year
when we were still working on 4.2...
Cheers!
-André
Carl Callewaert wrote:
2) Rotated the root of the model and voila
Problems with orientation constraint? Make cube, match the
translation of the cube with the bone on your skeleton/rig
than make the cube a child of the bone of the bvh skeleton.
Than constraint orientation the bone of the skeleton rig to the
cube. Voila, in that way you set the same rotation setup, :-)
Once you set this up for a full character (20 minutes) you use
import a new bvh and drag and drop the action on the previous
bvh.
But watch out with XSI5 and bvh, it doesn't work always. Some
structure will not import the animation.
3) in that case I would use motionbuilder. Nowadays a lot
cheaper. 1000$
And the pro version around 3000$
4) why not motionbuilder? okay, xsi 5 and MB. But do the job in
XS 4.2 and save the actions, and bring in XSI5
carl
----- Original Message -----
*From:* Rob Wuijster <mailto:rob(at)s-5.nl>
*To:* XSI(at)Softimage.COM <mailto:XSI(at)Softimage.COM>
*Sent:* Monday, January 23, 2006 6:41 AM
*Subject:* Mocap questions, again.......
Hi all,
Looking at mocap atm, (have some time on my hands) and was
wondering about some things:
1. Is there an easy way to convert .csm (max native char.studio)
to .bvh, without opening ....Max...? (still have this stuff lying
around, so....)
2. Not all .bvh imports the same way, e.g. orientation wise.
Sometimes the "character" isn't facing the Z-axis the same way
when importing several files. Is there a simple way to correct
this, it seems that orientation is different between apps... (Z
axis is up e.g.)
Is there a way to correct this after saving the data into an
action clip. Clip effects won't do it seems, animation still goes
very wrong when mixing the different motion files ;)
3. Is there some good information around how to work best with
mocap data in XSI. I've found some usefull information about
constraining etc. of rigs, but don't feel like reinventing the
wheel here. I found an excellent tutorial about using endorphin
with xsi, but that's a bit out of my pricerange ;) although a lot
of stuff in there is very usefull. Too bad there's no real
documentation on this in the XSI manuals itself besides inport
BVH
actor/action.
I know this has come up a couple of times before, I've searched
the forum here but it still seems to be a bit of a "hazy"
subject.
Oh... and no MotionBuilder at the office ;)
cheers,
rob wuijster
s-5 multimedia
holland
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