-
Notifications
You must be signed in to change notification settings - Fork 6
Home
Just download zip packet and install addon from Blender preferences. Activate it and all should be fine.
Make character with MB-Lab (previously Manuel Bastion Lab). Use normal rig or muscle rig, IK rig not yet supported. Another option is import Makehuman character. Save them with 'cmu db' rig (with default rig cannot imported to Blender with correct bones). Rigify FK has Partial support too.
Next thing is import BVH-file. Correct options are scale 0.01 and scale fps true. So we get bvh in metric scale.
Mocap toolpanel lies in skeleton data panel. There are 'set source armature' button. So just select your BVH rig and press 'Set source armature'. Next select your character rig and set this to target armature. Select right option to source and target armatures.
Press 'Connect aramatures' and your character should get movements from source rig. Source rig get tweaking proxies. So you can tweak (rotate arrows) if some of the bone does not match original. There are massive amount of different axis variation in BVH:s.
When done just press 'Bake to action button', and you get natural Blender animation keyframes.
Source
- Biped 5 spine bones
- Biped 3 spine bones
- Mocaps from dancedb.eu site
Target
- MB-Lab FK,Muscles
- Makehuman CMU Rig
- Rigify (partial)