Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (AndrewAMD, Ayumi), 1,405 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Truebones support it MED.. #216594
07/17/08 19:26
07/17/08 19:26
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline OP
Serious User
Nidhogg  Offline OP
Serious User

Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Hi, Any chance of the above topic, Would make animations a
whole lot easier for us lazy people.. smile
If people are wondering what I am talking about,
Here is a link. Pre made bone animations for models.


Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
4.00GB DDR3 Ram
ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
Spyware Doctor with AntiVirus
Re: Truebones support it MED.. [Re: Nidhogg] #216601
07/17/08 20:13
07/17/08 20:13
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
There's already a quite easy way to use bvh files for models in MED.
You need the free tool bvhacker to optimise the bvh file for your purposes.
Then you need fragmotion to combine the model with the bones and export them as a mdl7 file.

In MED you can do all the optimizing and fine-tuning and so on, there is only one issue:
when exporting from fragmotion, it seems that the model is set at a higher position within all frames except the first one!

You can solve that by adding a new bone in MED, let's place it between the feet, and connect it to the main bone (the 'uber parent') of the skeleton.
The disadvantage of this step is that you loose the 'bouncing' movement of the whole body what you have to re-'animate' frame by frame.

Re: Truebones support it MED.. [Re: Pappenheimer] #216761
07/18/08 17:18
07/18/08 17:18
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline OP
Serious User
Nidhogg  Offline OP
Serious User

Joined: Dec 2006
Posts: 1,086
Queensland - Australia
That's good to know, But why use to programs? Then there's the part about
a person still has to correct a couple of issues.
But I agree, it is a good work around...

Thanks for the tip..


Windows XP SP3
Intel Dual Core CPU: E5200 @ 2.5GHz
4.00GB DDR3 Ram
ASUS P5G41T-M LX
PCIE x16 GeForce GTS 450 1Gb
SB Audigy 4
Spyware Doctor with AntiVirus
Re: Truebones support it MED.. [Re: Nidhogg] #216862
07/19/08 09:44
07/19/08 09:44
Joined: Oct 2007
Posts: 27
S
Skeksis Offline
Newbie
Skeksis  Offline
Newbie
S

Joined: Oct 2007
Posts: 27
I would like to be able to load bvh (or similar mocap files) through lite-c, similar to the way it works in the GTA games. The mesh and bones are stored in one file and the animations in another, this way you can have multiple characters rigged with the same bone structure and apply a single animation to any of them. Maybe this isn't possible, I don't really know, but it would save space and would also take less time when animating characters.

Re: Truebones support it MED.. [Re: Skeksis] #216889
07/19/08 14:32
07/19/08 14:32
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline
Expert
NITRO777  Offline
Expert

Joined: Mar 2003
Posts: 3,010
analysis paralysis
I think there is .bvh import for milkshape also. Then you can export from milkshape to MED. Try that.

Med is also surpirsiningly resilient in solving orinetation conflicts. I searched for days trying to find a way to make all of my mocaps orient in the same direction because some mocaps were along the x axis, some along the -x, some along the z axis(etc). The neat thing about MED is that you can change the oreintations of each animation. Like if you have a "stand" mocap going in the x direction and you have a "walk" animation going in the z direction, and you were unable to resolve the issue in your modeling package(mine happens to be maya), MED is able to turn them in whichever direction.

MED's usefulness never ceases to amaze me.


Moderated by  aztec, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1