Hi all,

I managed to import some motion capture data in the "Gothic Woman" model
that we already discussed on the mailing lists. It looks pretty great
and it can probably become a nice character to be used in CS and CEL
demos.

You can download the file here:
http://www.tele.ucl.ac.be/~cvb/CS_Gothic_Woman.blend
It may be great to have this file somewhere on the svn server of CS, so
that we can work together on it.

To import the animations, I used the mocap data from the site
http://accad.osu.edu/research/mocap/mocap_data.htm there is a package
"BVH Female 1" which suits pretty well to the gothic woman, because:
- this is a complete set of many actions we need, like stand, walk, run,
jump, etc, plus the transitions between all these states, and all data
are recorded with the same human actor.
- the skeleton used in the mocap data is pretty near from the one of the
gothic woman, that helped me a lot having an easy toolchain to import
the mocap data from this package.

I currently only imported some basic animations: stand, idle,
stand2walk, walk, walk2stand
These animations are not perfect, the transitions between them are not
that good, as well as the walk cycle update that needs more work. I
intend to tweak them, although I don't know a good way to make nicely an
animation cyclic.
The animations may also vibrate a little, this is due to the
imperfections of the captors used during the mocap process. Maybe we
should use an external tool to clean and smooth the data before
importing them in Blender.
I also suspect that the walk2stand and stand2walk animations are too
long and should be cut off some sub-cycles.

I intend to tweak these animations then add some more. We have to decide
the ones that we need, I thought about at first: backward, sidesteps,
run and jump (+ transitions). Roughly speaking, we have to choose the
animations from the mocap data package that I used
(http://accad.osu.edu/research/mocap/mocapData/OpenMotion/Female1_bvh.zip), we 
could use some other data sources but it will be harder if the skeleton has not 
the same structure.

I haven't yet tried to export it as an animesh, I'm therefore not aware
if there can be some problems about that. For the mocap, I had to
correct some problems with the skeleton, so it is possible the animesh
export will meet some problems too.

Regards,
Christian

-- 
Christian Van Brussel, Research assistant UCL/EPL/TELE

Batiment Stévin,
Place du Levant, 2
B-1348 Louvain-la-Neuve,
Belgium

christian.vanbrus...@uclouvain.be
+32 10 47 85 55


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