Blender Simple Retargeting Addon Update V2 Tutorial For Linking Motion Capture Animation Data

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hey folks father somebody from city virus here today we're going to see the simple retarget tool for blender version 2 updates so thanks to our community feedback we have updated this tool with two additional features number one is setting a response easily and another one is a preset system importing and exporting a preset system so other things are actually pretty much the same just like version one so we're going to demo our full workflow here and if you want to see uh in depth um in um in depth about this tool you can go to the version one as well you know version one tutorial as well the link will be in the description and uh with this tool what we can do is basically we can retarget any motion capture data with our custom breaks all right in this example we're going to use mixamo to rigify retargeting system everything is actually same to any uh any type of data suppose you if you have an iclone then you can retarget it with your dash character and etc etc you know everything is same so let's get started and let's see so you can download the add-on from here the link will be the description go to the code and download the zip i have already downloaded it so let's go to the blender and let's go to edit let's go to preference and uh if you have a retarget tool before just remove this one okay and then let's go to install and i'm going to desktop and just install this zip and here we go all right let's set the preference uh you will find the atom in if we go to the pose mode in an armature you will find this addon in simple retarget okay so for easy access what we can do is basically go to the simple retarget and we're going to add these retarget route add to quick favorites retarget muscle bone add to quick favorite and retarget and clear post constraint at the very favorite and these three are new features set response with objects export preset and import preset so we're going to see a demo now now this is a riggify rig all right by default rigify comes with a apos okay you can see if i press uh alt g and alt r it will same it will be same so it is a bose all right if you go to armature human metric you can see it is here um okay so it is by default an apos altar algae you can see it is apos uh this will be pretty much important later so let's see i'm going to import some miximo file here now so go to file import apx and i'm going to mix some more file i'm going to select working apx for mixamo um just uncheck use people's rotation here okay go to the armature and automatic bone orientation all right now let's import and manual orientation is turned off manual orientation okay then import the fbx so here it is if we now uh play it you will see this stuff so let's go to something like 42 for a continuous loop okay now press n and you will see that as we have uh you know disable the manual rotation uh blender has fixed the orientation for us this is hit here is front so this is basically you know minus y is the forward here in blender so if we if you have a zero something like this you need to fix it so go here and fix it uh before everything else okay so the rotation is now 90 degree and now what we can do is basically press ctrl a and clear the apply the rotation now it will become zero all right and there is a scale if you want to you can go to control a and scale to tell us it is not necessary but i'm doing it for clarity all right location doesn't matter rotation matters scale doesn't matter so rotation the rotation needs to be zero and uh this should be an uh you know uh this is the first station this is the first direction so the direction orientation is pretty much important here it should be in a same orientation all right number one now let's go to mix summer go to best pose mode and um alt r press alt r and alt g what it does is basically it is a response okay you can see the mix sum of response is depots actually most of the motion capture comes in a t pose manner okay so what we need to do here is uh but our riggify is press alt slg but our riggify is in a post so this will be also a problem so what we need to do is basically we need to fix it to fix it um let's go and let's fix it um it should be something like uh minus 35 rotation and let's do it here as well 35 location okay 35 rotation okay here we go so it is done so now set is set it as response blender has some uh you know lots of um problem with setting a response um it is not that easy so that's why we have created um a one click solution that is called set response with objects okay just click this one and it will set a response for you now you can see the rotation has become one and zero okay so uh also uh this object has multiple objects that means you know this is there are multiple objects armatures so if you have uh tried response setting response in blender you know what it means you know um we have created a one click solution for you so just select one post and uh go to pause simple retarget set response with object and it will be set for you all right the legs looks like uh everything is fine but i want to make it a little bit actually no it doesn't need and doesn't need those things these are all aligned you make if i so if you have a desk character it should be um you know um you need to in youtube create a response like defaults here all right otherwise uh this will not work so create a t-pose just like it okay so now we're going to just simply go for linking linking is pretty much same what we need to do is basically click this one and click this one go to tab post mode and uh find the root bone of your character this is in mix ammo this is the root bone that is called mixomo rig hips okay and this one um how you can find the root bone is basically if you select one and it uh you know it makes everything uh parented with it so that is called the root bond okay so this is the root bond here mixamo and in here uh this is the root one okay uh in rigify the spine is the root one so first select this mixomo hip then select this and go to close simple retarget retarget root so we have already added it in quick favorite so press q and retarget root it will retarget your stuff here okay and now uh what we need to do is basically select each bones and press retarget muscle this is a muscle bone this one and there is only one root and other things are muscle so we're going to retarget everything with muscle bone now okay so you can see i'm just clicking it clicking it retarget muscle bone clicking it clicking this retarget muscle bone okay so you need to estimate which one uh will be your muscle bone and which one which one needs to be you know linked all right so here here retarget muscle bomb here here muscle bone and here here muscle bone why we need to do it like this because every week is different okay your rig is our this riggify rig is not uh same like misa murray right you can see this is stuff this is stuffs all right so uh now we're going for our time lapse and we're just going to retarget it if you have a problem if you have done an error suppose then what you can do is basically you need to clear you uh you can press q and a clear post constraint it will uh clear the constraint for you you can also use multiple bones at once you clear post contrast on string okay do you do it so let's go you retarget muscle bone and less you retract muscle bone and this one is this anyway all right so it is done you can see it was tough here all right here we go all right so this is mixamo this is rigify so everything is same if you have a pvh file you can uh do um you know you can retarget it just like that okay so pretty simple now it is time for a preset session let's see to create a preset just select this and then select this press go to post mode okay and uh what you need to do is basically pretty much sim uh just select any any bone from your target armature and select any bone from your you know source armature that is refi armature then go to pose simple retarget export preset okay and i'm just going to name it like uh make some more to redefine or something like that so it will be a simple text file and just save it as a preset okay file is exported so if you want to see the file you can see it here let me go to the desktop and this will be the file let's see what it has okay you can see everything is pretty much same here we have uh a spine with a miso morning hips so what it's basically doing is basically linking a pair of our you know uh bones bone names all right so this is mine this is spine it's mine too and all right so that is a simple test file here okay so now uh let me create another armature uh basic basic human metallic okay so if i go to z here now so this is also a metric rigifi metric and you can see that the names are actually same this is called upper arm dot l right so now if i go here go to post mode and let's see you can see shoulder uh not this one let me see upper arm l okay let me go here you can see this one is also upper arm that means the name is correct all right so now uh if the name names are correct we can do what we can do is basically select this and select this go to post mode now let's select any bone for the retarget and any bone of your source let's go to the pose simple retarget import preset and let's apply this okay it will take some time and it will be there okay it's the same it is kind of are different because of our typos okay so if we had a tables um we have articles actually so let's go to the monkey so you can see it already has a tipples so let's go here let's go here go to pulse mode i'm going to select one i'm going to select one here and let's go to simply target import preset i'm going here and it will be there okay so now we have another instance all right same okay hold on let's go to postmode now and let's clear the all the post constraints here now i want to show you something if we have something like uh if we want to change it like f2 spine i want to change the name of it as root now what will happen we will definitely see an error let's go to postmode okay select this select this pause simply target import preset you will see that it will say key spine not found so what we can do here okay what we can do is basically we can um import another preset okay number one number two is uh if we go to the error list you can see what is what it's saying so let's go to this information input preset okay it will say select the animated target bone first then select the bone needs to be retargeted we have done it already see the preset is correct the preset is not actually correct here because the name okay see the bone name is not changed so the bone name has been changed okay so what you can do if you want to uh use this you can just um go to this bone spine and name it root okay now let's save it control safe so now if i go here and select this post simple retarget uh import a preset now it will work okay it will work so naming is pretty much important here usually when we work with a production ring we don't change this name because uh this name is very much crucial for the rig setup so yeah so let's go for spine here and i'm going to name this one as the spine as well so you got it right it's all about naming if your name is not correct things will not work simply all right so here we go there we go pause simply target input preset and i'm going to import a preset here all right and it is done okay usually in a mocap production house a single rig is created and several you know datas will be applied into a same rig mixamo is not different so if we go to the file and let's import another mixermo file suppose rumba uncheck use people's rotation and check automatic on orientation let's import the fbx here so it has a roomba action okay so how to assign it here let's go to dope [ __ ] let's go to action editor okay so now you can see this one is actually walk cycle currently it is a walk cycle so use uh create a fake user if you don't have already so create a fake user here and go here this will uh be named as rumba create a fake user now we can delete this one so uh we can assign rumba here it will do the rumba usually it is pretty much common in mocap production you know a same armature is applied with various motion capture data that's how you can create it okay now we're going to create an in-between animation let's import another uh import object another miximo file that is samba dancing let's import it here and let's name it samba create a fake user and delete this one now let's assign samba here all right so we're seeing it here as well actually let's go for walk cycle yeah okay now we want to create some basic animation here as well so what we can do in this retarget boom okay we have retargeted it so we want to create some more animation with it so let's create a new action here and i'm going to name it rigify animation all right now let's get a fake user here as well so for these suppose if you have some in between correction you can do it as well suppose uh these hands needs to be like these a little bit expanded here you can do it like this as well okay so it will do it like this as well now we want to create a very simple animation here we can do it like this go shift g uh let's go from here to i location and rotation i'm going for something like this and let's do it like this okay i location and rotation okay it is kind of fast so [Music] let's distance it a little bit there we go there we go and suppose here from here it will rotate shift rotate somewhere here so i location and rotation and suppose from here it will go like this okay suppose somewhere here i i'm just doing it randomly you get the idea right so there we go so like that all right all right uh this is how you can create in between animations as well now let's see if we go to uh object mode and let's select this one and suppose we have a samba here now you will see a weird glitch that is this okay what it is doing is basically it is overlapping with the rigidify animation we had so i'm just going to name it regify animation work and i'm just going to close it okay and we can create a new action i'm going to name it regify samba animation okay let's get our fake user here as well okay and to clear it what we can do is basically go to the post mode press all uh select all press a to select all the bone altar and all g now it will be corrected here okay and now we can create another samba motion here i mean you know animation here so let's go to the post mode uh maybe uh from here yeah maybe from here uh it will rotate a little bit so maybe from i location rotation i'm just doing it randomly by the way so i know i location rotation so it will flip and then here it will go to alda and let's go for i location and rotation somewhere here okay something simple like that or just i know yeah somewhere here also i permission rotation okay there you go also i forget i don't know basic animation skill so something like that although these things are pretty much fine so i'm not going to delete it it doesn't need anything so let's go for alt r and cheap yeah this one looks absolutely beautiful so no problem all right uh let's assign it with walk cycle and let's assign it with uh animation work there we go okay now it's time for pick i want to i need to if you're in blender um you can just hide this stuff you know hide it and your stuff will be done but if you want to export it in another uh application like a game engine or any other 3d app what you need to do is basically you need to bake it so let's see the baking baking is a distractive process that means before it start baking we should definitely uh check um duplicate our stuff here for safety purpose so i'm just going to create a duplicate here and i'm going to create a new collection and let's name it rigify backup or you can create a backup file as well so i'm just doing it here okay let's justify the backup file here all right and let's hide it we don't need it and uh these animation walk cycle we need to duplicate it as well so i'm just going to create a duplicate here and walk i'm going to name it as big okay because we're going to use it so create a fake user and now let's select this go press f3 go to the back action we start from 1 42 uncheck this visual keying on clear constraint on clear pants on override connection that will override the thing and clear constraint with here all the constraint it has and visual king will uh create a you know um uh animation layer for you and uh clean curves go to big data pose okay okay and it will create animation cycle for you if you want to see this one you can see that this one has some constraints but this one doesn't have any constraint it is picked so it is a big animation okay and uh to export it uh what you need to do is basically go to the rigidified rig or whatever it is and select it go to the file export fbx or gltf whatever it is and you know create your own stuff here uh it will also make the animation so yeah you can do it like that as well so just like so this is how you can export your um file to game engines and other dcc applications all right so that's it i'm father simply from city virus here and we're going to say next time bye bye
Info
Channel: cgvirus
Views: 33,476
Rating: undefined out of 5
Keywords: blender, retarget, addon, tutorial, linking, motion, capture, mocap, animation, mixamo, bvh, iclone, daz
Id: qnJFOSisDLQ
Channel Id: undefined
Length: 24min 55sec (1495 seconds)
Published: Sat Aug 21 2021
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