Gamestudio Links
Zorro Links
Newest Posts
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Newbie Questions
by AndrewAMD. 12/04/23 11:14
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
2 registered members (TipmyPip, izorro), 556 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Motion Capture in .BVH format from trueBones.Com #130266
05/16/07 21:39
05/16/07 21:39
Joined: Aug 2005
Posts: 86
Michigan
mrbones Offline OP
Junior Member
mrbones  Offline OP
Junior Member

Joined: Aug 2005
Posts: 86
Michigan
Check this out folks.

This is a great site to get High Quality Motion Capture in BVH format.

There is also a BIG sale going on there right now with lots of new motions.

TrueBones Motions work great in most 3D animation programs that import .BVH like
3DMax, Poser, Endorphin, I-Clone, Milkshape, FragMotion, MotionBuilder, Blender, and many more

For more information or a free demo visit http://www.truebones.com

Thanks again and Cheers

Last edited by mrbones; 05/16/07 21:47.

"Roads? Where we're going we dont need roads."

_[}_
OjO
(m)

http://www.truebones.com/new
Re: Motion Capture in .BVH format from trueBones.Com [Re: mrbones] #130267
05/17/07 02:01
05/17/07 02:01
Joined: Mar 2005
Posts: 725
USA
TeutonicDarkness Offline
User
TeutonicDarkness  Offline
User

Joined: Mar 2005
Posts: 725
USA
...

Can't say that I'll buy any more of these packs untill
I can see some Decent Documentation for Fragmotion.

Because After spending a great deal of time messing with it
the motion did not do so good.

Sure theres probally some way you could manually edit all
100 frames ... but if I had to do that..

Whats the point? Because for that much time it would be
just the same to Anitmate it all your self.



Now I could be absolutly wrong and all of this could
work just as advertised

Maybe there really is some hidden setting or something
that makes all the animation look beatiful
instead of Garbled.....

( Maybe a just click here button and Walla models have
perfect animations )



Untill I can see some documenation that shows that
I'm disaponted in this software....



*** Teutonic Darkness ***

Re: Motion Capture in .BVH format from trueBones.C [Re: TeutonicDarkness] #130268
05/17/07 02:11
05/17/07 02:11
Joined: Aug 2005
Posts: 86
Michigan
mrbones Offline OP
Junior Member
mrbones  Offline OP
Junior Member

Joined: Aug 2005
Posts: 86
Michigan
Could you be more specific by what you mean all garbled?

And also this must be an unrelated issue to trueBones because all trueBones are tested for quality before sold.

Can you provide a screen shot or a more detailed description of your problem?

And to which software you are dissapointed in because I am still unclear of your problem, Is it with TrueBones motions or with FragMotion?

Last edited by mrbones; 05/17/07 02:13.

"Roads? Where we're going we dont need roads."

_[}_
OjO
(m)

http://www.truebones.com/new
Re: Motion Capture in .BVH format from trueBones.C [Re: mrbones] #130269
05/17/07 05:49
05/17/07 05:49
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
Well I'm not sure , but I've bought the motions , and they are actually pretty good. I'm not sure exactly what your issue could be teutonic , but from reading that you say it's "garbled" , it soudns like it could be due to bad assignment of the vertices on fragmotion, you have to make sure they are all assigned and worknig properly , as well as that the model is made so it deforms decently, to test this out , move aroudn the arms and legs of your model once you've assigned the vertices , see if you see any bad stretching or deformations , if so , then your still going to see them when you load an animation file , so you have to keep tweaking the vertice assignments untill you can move the model around and it bends and deforms the way it's suppossed to , once thats done , you can save it , and then load any animations you want , and it should animate properly. I've tested the animations and they work very good.

Re: Motion Capture in .BVH format from trueBones.C [Re: Why_Do_I_Die] #130270
05/17/07 07:42
05/17/07 07:42
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
I purchased the set a while back, and I can say they work in fragMotion just fine. If there is "garbling" then just as WDID said, it's probably an improper rig or the model is not built right. Arbitrary bones per vertex (FBX format and up to four) is in beta, now so you can use more than 1 per vertex now or at least when it goes public you can.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Motion Capture in .BVH format from trueBones.C [Re: Orange Brat] #130271
05/18/07 03:35
05/18/07 03:35
Joined: Mar 2005
Posts: 725
USA
TeutonicDarkness Offline
User
TeutonicDarkness  Offline
User

Joined: Mar 2005
Posts: 725
USA
Quote:

I purchased the set a while back, and I can say they work in fragMotion just fine. If there is "garbling" then just as WDID said, it's probably an improper rig or the model is not built right. Arbitrary bones per vertex (FBX format and up to four) is in beta, now so you can use more than 1 per vertex now or at least when it goes public you can.




Well that maybe.. all models seem fine before adding the motions,
tested on several models.
same Efects.

So without some kind of documentation to refrence
I have no way of knowing what could be the problem
I have with the motion files...


*** Teutonic Darkness ***

Re: Motion Capture in .BVH format from trueBones.C [Re: TeutonicDarkness] #130272
05/18/07 05:29
05/18/07 05:29
Joined: May 2005
Posts: 819
U.S.
Why_Do_I_Die Offline
Warned
Why_Do_I_Die  Offline
Warned

Joined: May 2005
Posts: 819
U.S.
The documentation should be provided by the program you are using to load the motions in.

Re: Motion Capture in .BVH format from trueBones.C [Re: Why_Do_I_Die] #130273
05/21/07 16:20
05/21/07 16:20
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
SkeleTools:

http://www.fragmosoft.com/forum/index.php?topic=303.0

Quote:

Creates a base skeleton, using the naming convention found in the Milkbones animations, allowing any Milkbone animation to easily be merged. Click and drag in the front view ( Currently: If created in other views makes a really flat useless skeleton!) to create the skeleton, sized to the area dragged.






My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Motion Capture in .BVH format from trueBones.C [Re: mrbones] #130274
05/21/07 23:45
05/21/07 23:45
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Hi mrbones,

Do you have one you could put up to test with, any motion would do and need not be complete anim set, just something to see how well this format performs for workflow.

My Bad, found the Demo files...

Nah, no luck, your site need its links updated or something so...

Demo please.

Woops...found it for real this time ignore request thanks...

Last edited by Nems; 05/21/07 23:51.
Re: Motion Capture in .BVH format from trueBones.C [Re: Orange Brat] #130275
05/22/07 00:53
05/22/07 00:53
Joined: Mar 2005
Posts: 725
USA
TeutonicDarkness Offline
User
TeutonicDarkness  Offline
User

Joined: Mar 2005
Posts: 725
USA
Quote:

SkeleTools:

http://www.fragmosoft.com/forum/index.php?topic=303.0

Quote:

Creates a base skeleton, using the naming convention found in the Milkbones animations, allowing any Milkbone animation to easily be merged. Click and drag in the front view ( Currently: If created in other views makes a really flat useless skeleton!) to create the skeleton, sized to the area dragged.










Thanks,

for the link this I will have to look into....

There maybe hope for my motion files yet


*** Teutonic Darkness ***

Page 1 of 2 1 2

Moderated by  aztec, Blink, HeelX 

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