Re: mocapdata

Date : Tue, 27 Mar 2007 19:00:36 +0200
To : XSI(at)Softimage.COM
From : "Arvid Björn" <arvidbjorn(at)gmail.com>
Subject : Re: mocapdata
Once you've tagged the rigs with MOTOR you can load new bvh-files as easy as browse+apply. That's what I liked about it. When you find a capture you like, just plot it to the rig. =)



On 3/27/07, carl <carl(at)measurand.com> wrote:
But with MB you need to go back and forward between the software
packages. :-(
In motor you stay in the same software. With MB, try to put in
on your key frame rig => what a nasty workflow.

Motor: 1 sofware package and 1 custom(keyframe)rig :-)


-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Sandy Sutherland
Sent: March 27, 2007 12:37 PM
To: XSI(at)Softimage.COM
Subject: Re: mocapdata

It does - kind of like MB does - only slower - but it does work fine -
got
quite excited the other day when it actually worked for me!!!

S.

----------------------------------------------------------
Sandy Sutherland  Digital Doodeller - TD
Blackginger (Cape)  http://www.blackginger.tv
mailto: sandy(at)blackginger.tv
(P) (+27 21) 488 1188  (Cel) 0827893789
----------------------------------------------------------
----- Original Message -----
From: "André Adam" < a_adam(at)49games.de>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, March 27, 2007 5:15 PM
Subject: Re: mocapdata


Would be interesting to hear on your experience with that. Since MOTOR
is a retargeting system, so far I have been under the impression that it
would resolve the data instead of plain copying over what already got
fitted onto the rig elsewhere.


Andre DeAngelis wrote:
> Yes, we also have scripts that read and plot multiple clips.
>
> We are looking at using MOTOR to sidestep the need to constrain the
rigs.
>
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf
> Of André Adam
> Sent: March 27, 2007 10:48 AM
> To: XSI(at)Softimage.COM
> Subject: Re: mocapdata
>
> That's exactly our pipeline, accompanied with a script processing
folders
> of fbx files in a single row by loading the data on top of the XSI
scene,
> constraining the rigs, plotting them and writing out the action files.
:)
>
> Cheers!
>
>     -André
>
>
> Andre DeAngelis wrote:
>
>> We've been doing this for a while now - end to end with very
predictable
>> results.
>>
>> I would go with FBX files, but to work with FBX files, it would be
>> advisable to have a Motion Builder lines, which means learning how to
use
>> MB.
>> Essentially, we do what André suggests. Our current workflow (which
>> involves Motion Builder) is as follows.  We have not moved to XSI 6
yet,
>> so have not revised this pipeline:
>>
>> 1. Start with your character rig.
>> 2. Either strip out the rig so that you are left with only a skeleton

>> hierarchy or as in our case, create a script that creates a new
hierarchy
>> that matches your rig bone for bone.  We call this the shadow rig
>> 3. Use the shadow rig to apply your incoming mocap data.  This means
>> exporting the skeleton to MB, applying the mocap, and bringing the
>> plotted data back into XSI.
>> 4. The mocap data is converted to action clips (for the shadow rig).
>> 5. Constrain your original character rig to the shadow rig so that
the
>> shadow rib drives your character rig.  Plot each action to you rig.
>>
>> The advantage of moving all your data to a regular character rig, is
that
>> it is much easier to work with keyframe/mocap data at the same time.
>> Also, mocap never comes across flawlessly, so there are always tweaks

>> that are necessary.
>>
>> If you don't want to go the Motion Builder/FBX route, then the
process is
>> still doable, though you will need to work with BVH data.
>>
>> BVH data is no problem so long as you have a corresponding T-pose for
the
>> mocap.  Otherwise is easily solved by importing the BVH data,
removing
>> the animation and manually posing the skeleton into a T pose.
>>
>> We have toyed with MOTOR and it looks pretty solid.  It's missing the

>> ability to mirror at the moment, but that will make it's way in
pretty
>> soon.
>>
>> You'll soon learn to discover that animation layers are your best
friend.
>> If you have any questions or need any more advice, fell free to ping
me.
>>
>> Andre
>>
>> -----Original Message-----
>> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf
>> Of André Adam
>> Sent: March 27, 2007 6:47 AM
>> To: XSI(at)Softimage.COM
>> Subject: Re: mocapdata
>>
>> In short, we usually create a simple fk rig from the primary skeleton

>> intended to be mocap driven (excluding fingers, muscles and facial
>> animation systems), export that to Motionbuilder (via fbx), where the

>> MoCap studio does the retargeting and offset animation. Then we
shovel
>> the animation back onto the original skeleton.
>> Getting things back in a clean fashion usually involves a more or
less
>> fancy, preferable scripted workflow. Personally I never had good
>> experience with the fbx importer's merge functionality. To what
extend
>> such a pipeline is developed depends on the amount of data; if it's
only
>> for a few shots, I'd do it manually...
>>
>> Hope that helps a bit, cheers!
>>
>>     -André
>>
>>
>> Daniel Jahnel wrote:
>>
>>> we are about to start a project involving motion capture so i just
>>> wanted to get maybe some general information how people go about
using
>>> the data they get in terms of transfering the animation to their
rigs in
>>> xsi. ive had a look at motor in 6 and bvh files which seems
promising.
>>> one thing i noticed was that the bvh rig in the xsi demo-videos has
more
>>> bones/markers than the bvh file im doing tests with here. is this
>>> dependent on the mocap-system/number of markers? it seems the best
thing
>>> to do is build a simple fk rig that resembles the
bvh-data/mocapsetup as
>>> close as possbile...can anybody shed some light on their workflow?
>>>
>>> tia...dan

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