No, They are not bones. They are animated nulls. It is better to rig your
Character in Softimage, with real bones, envelope the character, and then
use Motor, to "attach" the animated nulls from BVH file. I have also had
some nice success with using GATOR to copy the enveloping from a rigged and
enveloped character, such as the ones from Mixamo, Look at the instructions
on how to do this here:
https://vimeo.com/54481940
Just pay attention to the section where they are adding clothing to a
rigged Species rig. Think of the Mixamo Animated Charater as the Species
rig in the video, and your Softimage Character as the model that you will
be copying the envelope attributes to.

Also, if you do end up using 3D Studio as a translator to funnel the FBX
files from Mixamo to XSI (That actually works) Then you can
access the baked animation (it is shape animation) in the animation mixer.
Not a lot of control, and I haven't figured out how to mix
more than one motion, yet. It is too much of a kluge to get anything that
is usable, though, so that it why I am looking at the GATOR
method, until Maximo write as tagged rig script for Softimage (which is not
likely) Someone already requested that on their site.
I am not a script writer, so I am forced to work with what is available.

Good Luck. Post back, if you makes any breakthroughs, and I will do the
same.



On Thu, Jun 18, 2015 at 7:18 PM Pierre Schiller <
[email protected]> wrote:

> Thank you Stephen. The link was useful.
> The only thing is that when I export mixamo .bvh I get on softimage real
> softimage bones! so I don´t know how these would work (tag) if they´re real
> softimage bones.
> I´ll keep trying tho´.
> Thanks.
>
> On Thu, Jun 18, 2015 at 6:07 PM, Stephen Davidson <[email protected]>
> wrote:
>
>> I think this will help:
>>
>> http://softimage.wiki.softimage.com/xsidocs/mocap_RetargetingC3DMocapData.htm
>>
>> On Thu, Jun 18, 2015 at 3:09 PM Pierre Schiller <
>> [email protected]> wrote:
>>
>>> Hi guys, I was trying MIXAMO, a company now bought for ADOBE (soon to be
>>> fully integrated exporting/importing .fbx bones and animations). Meanwhile,
>>> if you need behaviors for crowd effects, this seems to be the route. :D
>>>
>>> Does anyone know how to solve the end of the video? (tagging bone BVH
>>> files - tagging rigs?) Please help on the last part.
>>>
>>> https://youtu.be/QbSb_jmL_l0
>>>
>>> .fbx from mixamo are animations "baked" on the mesh. I was trying to fix
>>> a pipeline where I could upload a bunch of humans (to make crowds with ICE)
>>> and then receive from mixamo all animations into 1 model (I have not
>>> discovered how to place all animations into 1 model only).
>>>
>>> The video shows 1 animation per character, but I don´t know how to place
>>> multiple animations into 1 character.
>>>
>>> Even if this is possible: how would the behavior tree on crowdFX know
>>> from which frame to which frame is "walking" or "running, if everything was
>>> baked in a single .fbx timeline?" .
>>>
>>> This is the kind of questions I asked before on a pevious post where I
>>> was addressing "new 2015 CrowdFX -ICE- tutorials".
>>>
>>> But any help on these questions, would be greatly appreciated. I know
>>> you guys are many times busy, but really any help directing these issues,
>>> would be awesome.
>>> Thanks.
>>>
>>> David R.
>>>
>>>
>>> --
>>> Portfolio 2013 <http://be.net/3dcinetv>
>>> Cinema & TV production
>>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>>
>>
>
>
> --
> Portfolio 2013 <http://be.net/3dcinetv>
> Cinema & TV production
> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>

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