Atom Posted July 12, 2016 Share Posted July 12, 2016 (edited) Hi All, I am moving further along with my attempt to use a BVH file with a Make Human exported model. I decided to give up on BVH re-targeting and simply capture the geometry from the Make Human import while the BVH is in t-pose on frame #1. I am close, but the t-pose my character strikes in Make Human is slightly different from the the t-pose embedded in frame #1 of the BVH. There is no way to edit poses in Make Human AFAIK. I would like to edit the mocap data for a few bones on frame #1 just to tweak the starting positions to more closely match my Make Human t-pose. I have a CHOP network with a ton of data and I don't know how to isolate the channel I need for further processing? Is it like SOPs? Do I create a group by name, alter a transform then merge it back in? I really don't know what the workflow would be in this case. One of the bone names I want to tweak is lForeArm_To_lHand. ap_BVH_FK_rig_1b.hiplc Edited July 14, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
michael Posted July 13, 2016 Share Posted July 13, 2016 you forgot the bclip :| you can isolate a channel by using the "Scope" parameter on the Common Tab of any CHOP Quote Link to comment Share on other sites More sharing options...
Atom Posted July 13, 2016 Author Share Posted July 13, 2016 Oh, sorry about that I am attaching the bclip file. For some reason the Scope field is greyed out in my interface. Is there another way to pull a single channel out for processing then put it back into the mix? 05_13.bclip Quote Link to comment Share on other sites More sharing options...
michael Posted July 13, 2016 Share Posted July 13, 2016 append a Transform CHOP to the File CHOP, then it's output to the data CHOP on the Common Tab of the Transform CHOP > Scope: lForeArm_To_lHand:r* Quote Link to comment Share on other sites More sharing options...
Atom Posted July 13, 2016 Author Share Posted July 13, 2016 (edited) Thank you, now I get it. Each node can operate upon any data channel as filtered by the Scope parameters. After dropping down a transform for the left and right arm I am able to bend that bone into the correct location. If I animate that value to be custom on frame #1 and 0 the rest of the time I just might be able to bind this mesh to a BVH file... Edited July 13, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
Atom Posted July 13, 2016 Author Share Posted July 13, 2016 After adding a series of Transform nodes for specific mocap channels (i.e. bone names) I am really close on the mesh to rig capture. But I do have an area near the left shoulder that I just can't seem to tame. Does anyone have any tips on how to refine the capture on the bones? I have been clicking and dragging the handles to produce coverage as shown by the colors. But some colors seem to come from an unknown area? ap_BVH_FK_rig_1c.hiplc Quote Link to comment Share on other sites More sharing options...
michael Posted July 13, 2016 Share Posted July 13, 2016 at the very end of your SOP chain (before the Deform SOP) put a Capture Correct SOP with Clamp Weights Below Low Threshold to Zero = ON this will fix most of the issues - there are few points not captured at all that you'll see right away - you can fix this by adjusting lCollar_To_lShldr bone > Capture Top Cap > set it to about 3.0 the results are not bad considering, you may want to go in and smooth the attributes with a capture paint... Quote Link to comment Share on other sites More sharing options...
Atom Posted July 14, 2016 Author Share Posted July 14, 2016 Thanks for those additional tips. Capture paint is a nice addition. I think most of my vertex blow outs come from the BVH twisting the bones way too much. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.