How to Use Motion Capture Files Blender Tutorial

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how low it's Macintosh Tier four Markham 3d and today what we're going to be talking about using motion capture data files within blender and how to transfer them across to other characters now we're gonna be going through three different processes one will be the most simplest the second one will be using a paid add-on and third one is horrendous so just quick note when we're importing BBH files we go file import BBH so these are motion capture data files if your motion capture data file is 60 frames a second but your actual animation is 30 frames a second what you want to do is enable scale fps so that'll bring that motion capture data file from 60 frames per second down to 30 and then obviously we've got loop the animation so for instance for a walk cycle update scene FPS will get it from the motion capture data file of 60 frames and apply at 60 frames per second at to the blend file update scene duration is fairly straightforward it will update the scene duration from 250 frames to 800 frames so first off what we got here we've got this rig which has our motion capture data file which is from the real lusion suite and this character here is from character 3 from the real illusion suite as well so I know that these two rings match up in terms of bone names and structure so this is going to be very straightforward what I'm gonna do is I'm just gonna select this bone come into the armature viewport display and put that in front I'm going to expand the bottom of the screen here and in the editor type I'm gonna change this to dopesheet I'm gonna scroll out a little bit so we can see everything from here I'm going to select our armature with the animation we're going to go from dopesheet to action editor and let's just quickly rename this to motion chatting from here I'll go select our other drink and we can see that there's only the one keyframe which is obviously this pose if I come here and I select motion chatting we can automatically see that that animation has now transferred onto this rig so just to make this animation look a little bit nicer it's gonna put it in solid mode and then we can press play and it's a bit laggy but we can see that now the animations match up in this next example these rigs are completely different so for instance if I select this and I select this thigh bone we can see that it's actually called it mix ammo rig Lake left lake where as we come into here we go into edit mode we select this bone it is selected but we can see that it's called C underscore thigh underscore FK dot L and we can even come here and select the head and even this head bone is called mixin mo rig head so that from two completely different rigs now we're gonna be using the auto read Pro and if you want to check that out there's a link in the description and we're gonna be your remapping these so I'm gonna select our armature first our source armature we will just use the eye dropper free source animation and then I'm gonna select our other ring and use the eye dropper there from here I'm going to build bones list and now we've got a list of bones now luckily enough our tell who's the creator of auto read Pro has already done all the work for us more we can do is expand mapping presets and I can go open and we've already got our mixer mo f K B map which is the file that he uses accept and we can see that in this source list here everything's already matching up so we've got our hips is our master you know the index fingers have already been matched up right arm right arm so on and so forth so he's already done all the work if you know using a rig that has different names or the armature has different names then you have to do this manually the first time and then you can actually save the preset and then when you come back and again you can just Auto apply it from here all we need to do is click re target and I'm just gonna go to hundred frames just to speed it up and okay and then if we scroll through it we can see that the character is matching up to what the armature is doing and the third way is the yuckiest way so I'm only gonna do a little bit because I have no intention of doing the whole thing we're gonna select our target rig go into pose mode I'm just gonna do the right arm so I'm gonna select the right arm come into object constraints over sorry come into bone constraints select an add bone constraints copy rotation and then I'm gonna come and select this armature has a bit of a hissy fit but that's fine and we want to be grabbing this arm so now if we come back into object mode select the armature go back into pose mode have a look what this means it's just called left arm very convenient let's come back into here back into pose mode and we were looking for left arm and then we would go down into the forearm so at bone constraint copy rotation select our rig I'm gonna kind of guess if I just type in arm left forearm and we can see now now we've got that let's just do the shoulder add a copy rotation of the armature and I believe this might be clavicle nope this might be shoulder left shoulder oh boy and that's how kind of do it manually so you can see that the arm is copying the other rig but to do that with all the bones would be horrendous now if you found this very useful please make sure you like and subscribe to the channel really helps me out keeps up to date with my content and if there's anything else you want to know please leave your comment down below
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Channel: Markom3D
Views: 87,259
Rating: undefined out of 5
Keywords: motion capture suit, motion capture animation, blender mocap tutorial, blender mocap animation, blender mocap retargeting, blender mocap face, blender mocap tools, blender mocap data, blender mocap tools addon, blender motion capture tutorial, blender motion capture from video, blender motion capture animation, blender motion capture iphone, blender motion capture webcam, blender motion capture with camera, How to Use Motion Capture Files Blender Tutorial
Id: wYrz0U4RApk
Channel Id: undefined
Length: 5min 24sec (324 seconds)
Published: Mon Apr 27 2020
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