Retargeting Any Motion Capture Data in Blender From Mixamo BVH iClone to Rigify Daz3d or Custom Rig

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hey folks father sumputi from city virus today we're going to see an add-on that we have developed recently called simple retarget tool for blender so with this on tool what you can do is basically you can retarget any motion capture data in blender uh for this example we are going to use mixamo bvh and iclone motion capture datas and we are going to retarget it in rigify and dash 3d rig all right human rig you can also use any custom rig for it so this tutorial it will be a bit lengthy because we are going to demo many things here so i will chapter it accordingly and uh let's get it started so first see the demo so this one is from mixamo this is our dashboard character and this is the riggify with character okay so if we see it here you can see things are going on here all right so if i change the data to samba it will become like this all right and uh this one is another one okay so now let's see iklo this is iclone and uh let's see where it is daz and ricky fine this is the dash character rigid fight capture i mean armature all right let's change it to here uh this one is lost so let's see idle okay let's see it from here there you go all right so like that all right let's go to bbh so this is the bbh let's see something like that this is this and this is regified okay let's change it to conversation let's see it like this there we go all right also uh there is more things you can do with it you can do even in between animation here so let's go for new and let's create an action suppose somewhere here press i to create a location and suppose we're going from here to here sorry let's go here okay press i for location and you can animate it like this as well you can also use these uh for recollection so suppose it would be something like this and it will be something like this by default you can do it like this as well no problem okay so now let's get started with the atom and sim setup let's see you will find the item here the link will be in the description just download it and uh go to blender go to edit preference and uh install and uh just go to the zip and there will be it is okay i have activated it so edges and uh the commands will be in post mode so go to the armature tab postmode and here in the pose mode you will see this simple retarget what you can do is basically add them to the quick favorites okay so from now on uh you will find uh them in queue rescue and there will be retarget route retarget muscle bomb and clear post contrains constraint so these are the three okay so now let's see the seal so here are two of our bipped character one is from rigify one is from das for riggify we are going to preference and uh check uh atom of revive okay and uh then shift a armature i'm going for basic human metric here and i'm just going to scale it down a little bit to match it up press on delay to scale the shift okay and then go to it i mean edit mode and uh you know realign all of this stuff and then your setup will be done all right for des what we are doing is basically going to file import and go to the fbx and i'm not going to import anything here um what you need to do is basically uncheck use prepost rotation manual rotation uncheck uh armature check this automatic bone orientation let me show it here and check force connect children and then import your abx it will be done okay uh very important thing is if your fbx has a non zero rotation then you are in problem so what you need to do is basically press ctrl a and rotation okay i mean apply your rotation location doesn't matter but rotation matters so apply a rotation to make it zero okay that is called freeze rotation or apply rotation apply transformation and apply rotation so uh same goes for rigidify as well although by default it is zero so not to worry and other things are fine all right and uh yeah another thing is when we are talking about mocap motion capture we should not use inverse kinematics we can use control breaks but inverse kinematics is a no so uh i have not tried with inverse kinematics because i know industry doesn't support it but if you want to try it use it with your own risk and if you have a ik setup then what you should do is basically when you are working with motion capture you need to disable the ik setup here as well so that's why i have not generate any ui and stuff like that you know basically motion capture is a very simple way of working so yeah now we're going to start working uh first thing we are going to use our mixer mobile here make some more data and we are going to retarget it with des and uh rigify okay so let's go file import and go to the fbx here is my miximo here it is hip-hop dance uncheck use repost rotation go to armature automatic bone correction and this manual rendition uncheck it it will help you to orient it automatically so let's go import the fbx here it is okay press n you can see the manual orientation i mean the automatic orientation has oriented uh the right setup for us so it is in rotation 90. if it was in 0 or something like that you need to manually rotate it to 90. pretty much important here and after that what you need to do is basically control a and rotation so it will become zero um the important part here is that you can see this is the front face this is the front face and this is the front face so uh it is in negative y direction okay negative y is the forward here so uh this orientation setup needs to be done uh accurately otherwise these things will break so the rotation is now all right we have um zeroed out all the rotation and everything is fine okay so uh there is also a scale uh it is not needed but if you want to then you can press ctrl a and scale do delta deltas then it will be one okay location doesn't matter so now everything is all right so let's get started select this mixer i'm going to name it make some more and select this riggify one press shift and select this rig if i one okay select this press shift and select this rigify armature press tab go to post mode okay now we have pause mode there are simple retarget so first thing is basically i'm going to select the route here you can see the route here okay this is the route and this riggify route is there it's called spine okay and this is called uh hips okay so select this press shift and select this okay now you can go to pause simple retarget retarget root we have already created a key favorite so press q and retarget root there we go it will retarget the root for it if you want to uh delete it what you can do is press q and clear pause constrain it will clear the constraint okay let's undo it so this is for root now it's simple just select this and let's select this press q and retarget muscle bone remember root is only one in this armature there is only one root other things everything else is muscle so rescue retarget muscle bone there we go then select this press shift retarget muscle bone select this shift retarget muscle bone okay that's how we are working select this press shift re-target muscle bone for some reason if you don't if you want to delete one you can select that bone press q and clear the post constraint and it will clear the constraint for you okay so that's how we are working with it we target muscle bone and this was root this was root okay and this one is muscle bone so that's all we are actually going to make everything here so here here that's the bomb here yeah muscle bomb here here muscle bomb here yeah so let's see these info okay we're just targeting everything here simple okay so this will be the neck it's the womb this will be the head and uh what else um actually i think let's clear the constraint this should be our muscle bone here okay so if you want to check it a little bit yeah it's working okay so let's go here let's go here muscle bone muscle bone bone and here it is it's this muscle bone and this has muscle bone all right so it is done if you want to see it there it is all right now so get to the object mode and uh it is already retargeted so let's save it now let's see a dash one i'm going to select this shift select this armature go to post mode uh before everything else our das has a weird architecture so let's go to object mode this is a root bone so let's go to edit and let's make it like this okay this is the root one and it should be here because the pivot and there is a pivot thing here so yeah now let's select this select this let's go to pulse bomb this will be our root select this and this press q we target root there we go okay now everything else should follow on here okay so there are some things uh you can see that for deaths what we have done is basically this is this has a deform okay and this has a deform but there are some middle weird uh bones here which are actually a pivot setup so that's why we have unchecked these deforms because these are not deformable bones okay so okay anyway so here it is i'm sucking here and uh let me see let me check it yeah this is a different one so here here cube muscle bone and here yeah cue muscle mode so if you if you if this gets jumbled what you can do is press select all press a to select all actually i forgot about my keyboard there you go okay yeah where we were so press select all press a to select all and then alt r and alt g okay it will become a typos or response whatever it is so it is skew muscle bone and skin muscle bone okay so you need to decide which one is which and then just assign it with your appropriate phone very simple okay very simple here it is muscle bone and something like that okay so we have this is the root uh this is the spine so let's go for this and this and let me see here this okay slip on the wall this is the muscle bone all right so uh here and yeah okay let's see go to object mode and let's see the stuff okay now we will see how to recorrect this stuff let's see okay so there are two types of recorrection one is a global recollection something like this is uh you know maybe these thighs are really you know huge so what we can do is basically go to the post mode here and what we can do is basically look go to the global and we can just sign it here somewhere here and sign it here somewhere here so this is uh for global uh recreation it doesn't need any in between or animations so we're just doing it like this to adjust our thing yeah seems to be working perfectly so it depends on the character size and sometimes you have a very fat character then you need to do it uh you know something like this so yeah okay so for this it is all right and maybe when it is from here there we go all right anyway so this is how you can do global recreation and there is another one that is called secondary recollection what is it let's see so the secondary regression is something like this everything is all right but we are seeing that these in betweens have some issues okay so it is coming from here like this so what we can do here is basically to create a secondary animation let's go to action editor okay let's go to top sheet first and uh from there go for an action editor okay now select a new action here and i'm going to name it uh hip hop uh this character name is das rigg so i'm just going to name it there's greek hip hop recreation okay and in this recording what we're going to do is basically uh let's select this okay and i'm going to create an i i'm going to create a location i'm going to create a rotation this one also has problems so location and protection okay so now we're just going to animate it a little bit so uh let's go for something like this actually uh let's select this rather okay i for location i for rotation location annotation all right so now let's go here you can see there is a penetration problem okay and it is ending here so what we can do is simply just retarget it here press i location rotation and probably this one also press i location rotation just like a simple animation okay now we can correct up our thing here all right done so this is called in between correction okay now it is all right okay now uh what we want to do is basically we want to also uh create some crazy stuff like um yeah here we are seeing some problem so what we can do is basically press i for location rotation and maybe here yeah so let's use something like this i location rotation no no basic animation skill doesn't take too much okay i location rotation so now the flip is done that's how you can reconnect your stuff all right now we're going to see how to create some uh animation in between animation with it let's see so creator in between animation suppose um we want to create i'm not sure yeah maybe somewhere here we want to rotate it a little bit so let's press uh i location and rotation i mean root and there it is so somewhere here it will rotate it like this i location and rotation there we go and then it will come to altar and or g so press i location and rotation there we go it's sweeping all right so you can create walk animation with it something like that okay so that's how pretty simply you can create your stuff so if you are in blender then this will be happy so you can just hide it and you can do your own stuff here no problem but if you want to you know um go with it in our game or some some other application what i need to do is basically you need to bake it so let's see how to bake it to bake it just select this press tab go to post mode and here are your custom animations and stuff like that so let's go to the f3 and let's type for big action and let's go for big action here all right um let's uncheck only selected bones uh visual key i'm going to check it clear constraints i'm going to check it overwrite current action that means it will overwrite these current action here and clean curves let's check it and bake data to close post mode okay so that's okay and it will do some stuff and here we go so now we have our stuff going on so let's go to object mode and let's see what we have so if i go to the timeline now shift f2 to go to the timeline and you will see your stuff okay there we go everything is done and everything is good to go so now if you want to clean it up a little bit more what you can do uh is basically basically what you can do is basically go to post mode and select all stuff here and let's go to a graph editor so you can see your graph okay so what you can do is basically go for a clean actually let's right click let's go for f3 clean keyframes you can go for a cleanup so a threshold okay how much threshold it should have okay but there are some motion problems so i'm going for a 0.1 so it will be some something good yeah so you can do it but this one is pretty much good here so it is good to go all right now let's go to shift f2l and here it is okay so here is your different so that's how you can make your keyframe and uh then you can just select all of those and go to file export and go to fbx and other stuff you can do okay selected objects and other thing make animation it will also make animation by the way so you don't have to but you know you can do it so that's how you can uh make your animation and stuff so here it is all right uh just for the record that if you pick your animation uh i mean make your animation back your action then the constraints will be cleared okay it needs to otherwise it doesn't work so the constraints will be cleared this one has some constraint here if i go to the post mode you can see some constraint here this one doesn't have anything it is just baked okay just a simple pick so um that's why you should actually backup a file before doing baking stuff okay now i want to show you another thing uh that is very common so it's a mix ammo ring and it has a mix of hip hop right so i can import other mocaps like import fbx i can go to the mix ammo let's see summer dancing all right you spill off automatic on import right that is important so it has the data that is called samba so i'm just going to create a mix some samba i'm in dope action editor okay action make some and i have created a fake user as well so let's do it we don't need it so now in action editor we can actually assign samba there we go right as simple as it is you can see that there is a hiccup why this hiccup is coming let's see go here you can see that it is assigned with a hip hop correction layer so let's close it okay there we go and then press go to postmode alt g alt r there we go okay now it's working so if you need another layer of correction here you can go to new you can create um some suppose some correction and you can do your correction just like you did before so something like i mean you know it can be questioned it can be global animation or something so let's press i uh location and rotation suppose here and let's press i location rotation here so i'm just going here and i can go for something like this i location rotation there you go okay and maybe from here it will go to altar or g i location and rotation so here is our animation of flipping animation so when we are using asamba correction we are using some correction when we are using here um uh let's see uh hip hop okay you should use the sum progression we're using a fake user here so then you should use hip-hop okay to get it updated let's go to pulse and sorry you something someone hip-hop uh it should be hip-hop correction there we go okay then it will become a hip-hop correction here we go so whenever uh which mode you are using and uh i don't know use your mode this is a mix of hip-hop and this is the mix of all hip-hop correction if you are using uh samba here you need to update your action as well okay actually samba connection there we go okay that's all you can work with it pretty much easily so this is basically the tutorial and uh now we're going to see uh iclone and bvh file as well so uh everything is same actually there the so the basically the tutorial is done so yeah if you want to watch that uh tutorial uh you know bvh and iclone then you're welcome otherwise it is done all right all right let's get started with icon file import fbx iclone iclone armature the setup is this uncheck use post rotation pre-post rotation check animation in the armature section automatic bone orientation checked okay let's import it and let's wait all right the armature is coming so let's go for i clone this iclone has some embedded uh actions so let's go to um div let's go to action editor so this one is look around the thing is here okay so let's go to let's go to catwalk there we go this is a catwalk so i'm just going to name it catwalk there we go and let's post it here okay you can see the rotation is all right here so not to worry although curl a and rotation there you go and the skill is set to this no problem with it but it is better to use uh ctrl a is equal to deltas okay all right and other things are pretty much same here so let's see um this one press tab uh this is this is a rigid file okay so let's go select this iclone regify pulse mode and other things are pretty much fine so this is the root note and uh this one is the root so q and retarget as root there we go press alt r alt and uh let's just retarget everything here so rescue muscle bone and uh cue muscle bone and probably this one q muscle bone and um let me see this one and q muscle bone so let's check it yeah it's working perfectly fine so now uh we're just going to do our time lapse and let's complete it so you are seeing that this rotation is not working actually this is not the root bone okay although it is named root but it is not a good bone this uh pelvis should be the root bone because if we press g this is works so iclone has another factory so what we can do here is basically press q and clear post constraints it will clear all the constraints here so now what we can do is basically just select this and select this rescue and uh retarget root there we go all right so now it is working perfectly no problem all right so let's go for des and iclone first thing is let's go to edit mode and let's use this route here there we go and then uh what we're going to do is basically select this this and go to post mode so let's settle the uh root first so select this pelvis of iclone and select this root rescue uh root of des rescue and create a retarget route now it will work all right um now as simple as it is just painting it so let's see all right so this is it let's go for a bh now so let's go to file import bbh if you can't find it go to edit preference and search for the vh yeah check it and it will be there so let's go to file import um pvh and let's go for this one i was working with weight female 1 d2 and this was my setup okay let's import and it is there but it is huge so let's press s to scale down a little bit actually let's go for delete file import and let's press pph again and this time let's go for weight and uh let's use point one okay let's import it there we go all right so probably somewhere here there we go go to the property and rotation is right okay no problem so ctrl a and uh just go for a scale to tell us here if the rotation was rotated we have to control a and rotation okay pretty much important okay other things are actually pretty much same so let's go for uh rigify and des will be same for this um we were just you know going for something like this and this was the root bone this was the root one okay and okay let's go for rigify and bbh and go to pulse mode and uh this is our root there we go q retarget root there we go other things are pretty much fine so just perfect muscle bone muscle bone let's go for time lapse all right so this is it okay and the desk is actually pretty much same what we can do is basically select this select this shift press pause go to close this will be our route and create a route there we go okay done and then just do muscle bones and stuff like that okay let's go for our time lapse now let's see all right here we go all done so that's it i'm father somebody from city virus here we're going to send us time bye bye
Info
Channel: cgvirus
Views: 4,302
Rating: undefined out of 5
Keywords: retarget, motion capture, mocap, blender, bone, maximo, bvh, iclone, rigify, daz, rig, addon, tutorial
Id: dnTH1iMDh8E
Channel Id: undefined
Length: 37min 39sec (2259 seconds)
Published: Sun Aug 15 2021
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