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Motion Capture in .BVH format from trueBones.Com [Re: TeutonicDarkness] #130276
05/22/07 06:49
05/22/07 06:49
Joined: Aug 2005
Posts: 86
Michigan
mrbones Offline OP
Junior Member
mrbones  Offline OP
Junior Member

Joined: Aug 2005
Posts: 86
Michigan
No Problem, If you need a more specific motion, just drop me a line.

Heres something I just found that is quite new, and its free, and its cool.

its a BVH editing tool, Im sure it will be of some use for you.

Check it out at...

http://www.davedubuk.btinternet.co.uk/

Cheers


"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] #130277
05/29/07 03:12
05/29/07 03:12
Joined: Mar 2005
Posts: 725
USA
TeutonicDarkness Offline
User
TeutonicDarkness  Offline
User

Joined: Mar 2005
Posts: 725
USA
I think I have managed to figure out the problem I'm having...

(maybe) When I import the bvh files the bones are never
imported at the origin where Games Studio models should be.

Also I cant find anything anywhere on How to move the imorted
bones in Fragmotion...

Sure assigning bones yes... but I think I need to start off
right here and Have the bone motion files centered at
origin..


anyone know how to do this?

( And yes I have the latest version Fragmotion)

thanks,


*** Teutonic Darkness ***

Re: Motion Capture in .BVH format from trueBones.Com [Re: TeutonicDarkness] #130278
05/29/07 03:41
05/29/07 03:41
Joined: Mar 2005
Posts: 725
USA
TeutonicDarkness Offline
User
TeutonicDarkness  Offline
User

Joined: Mar 2005
Posts: 725
USA
I realize I should probally post this in:
user Request but this thread is allready open so
here goes:

Would somebody out there please consider making a tutorial
on adding milkbone motions to a model in Fragmotion?

Whether it be Mr.Bones or simply a experinced and
sucessful user of the Fragmotion/Milkbones combo.
The more Detailed descriptions the better.

I'm fustrated at not being able to use this
and would really appreciate a walkthrough as
I'm sure would others.


Please at least consider it...


Thanks,


*** Teutonic Darkness ***

Re: Motion Capture in .BVH format from trueBones.C [Re: TeutonicDarkness] #130279
05/29/07 04:33
05/29/07 04:33
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Don't consider this a tutorial, but I opened my model, built a skeleton using the naming convention of the Truebones skeleton and used File->Merge. This successfully merged the BVH with the existing skeleton. I am not an experienced animator, rigger, or modeler, so it looked strange because of my sloppy rig, but the motion was at least apparent. I know that forum member "fogman" has experience with the Truebones motions and fragMotion but because of the one bone per vertex limitation of 3DGS, he could never get a good rig. Andvari managed to get it to work but he didn't use Truebones and used his own skeleton and handanimated it. The FBX import will allow 4 bones per vertex in A7, so maybe it will work out better when it becomes more usuable/stable.


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] #130280
05/29/07 21:44
05/29/07 21:44
Joined: Aug 2005
Posts: 86
Michigan
mrbones Offline OP
Junior Member
mrbones  Offline OP
Junior Member

Joined: Aug 2005
Posts: 86
Michigan
Here is a full tutorial on rigging in MilkShape with Milkbones, from Ashtara at MyDream RPG.
http://mydreamrpg.com/index.php?page=tutorials

Also BrokeAss Games Uses TrueBones for their character paks,
Here is a link to their genesis character paks for tourqe engine.
http://www.brokeassgames.com/Products.html


There is also a way to center origins.


On the BVH import window that pops up, I just put -40.0 into the y offset window. This prevents the model jumping up when clicking anim.

Thanks again and Cheers

Last edited by mrbones; 05/29/07 23:38.

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

_[}_
OjO
(m)

http://www.truebones.com/new
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