Default armature and Mixamo's animations compatibility

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Default armature and Mixamo's animations compatibility

Postby harletic » Wed Jun 29, 2016 6:35 pm

Dear Community Members and MH team!

After days of watching preview videos, being on the edge of my seat gazing at all these new functionalities and resources, I finally
find the courage to update my Makehuman tool. I must say it's an astonishing piece of work and I would like to take this opportunity to express my warm gratitude towards the crew responsible for this creation.

Coming back from that buttering up to the main subject: the feature I'm most excited about is the new face rigging system. It seems to be a convenient and efficient way to automate process of animating MH characters' expressions, but here's the catch - it is designated to be working properly only with two recently updated default armatures. Thereby, the vast majority of possible mocap animation sources is acutely excluded - especially the crucial one for me - Mixamo Store. Those are the results of retargeting Mixamo's animations to this poor fellow's default skeleton:

Image Image

Now, getting to the point - here is my question: is there any automatic way to repair these animations? I don't consider manual methods as it's not feasible for me to handle with 500 animation on my own.

Many thanks for your attention and participation.
harletic
 
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Re: Default armature and Mixamo's animations compatibility

Postby Aranuvir » Thu Jun 30, 2016 12:02 pm

Not sure if I can help here. But it would be useful if you could be slightly more verbose on your work flow. Are you using MakeWalk? Is you example using a maximo mocap and does it contain facial animation? ...?
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Re: Default armature and Mixamo's animations compatibility

Postby harletic » Thu Jun 30, 2016 6:32 pm

Sure thing, sorry for being too enigmatic about my workflow. Yes, I'm using MakeWalk (the newest
one) to retarget animations from Mixamo to my MH default skeleton, a T-pose I have shown you before derives from Mixamo's bvh file (it looks like they are using the same t-pose for almost every one of their animations) and it got deformed in the process just like every single pose in a file. Also, Mixamo .bvh file doesn't contain facial animation, however I'm going to add these in the future in my friend's engine so I need to use one of those default skeletons.
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Re: Default armature and Mixamo's animations compatibility

Postby joepal » Thu Jun 30, 2016 6:40 pm

Moving, since this is about makewalk rather than makehuman.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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Re: Default armature and Mixamo's animations compatibility

Postby wolgade » Thu Jun 30, 2016 11:10 pm

joepal wrote:Moving, since this is about makewalk rather than makehuman.

Why? MakeWalk is part of official MH. Or did I miss something? Anyway, beside the fact that both, MHX2 and MakeWalk, were written by Thomas, there's no connection between them.
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Re: Default armature and Mixamo's animations compatibility

Postby joepal » Fri Jul 01, 2016 3:49 am

Mainly for practical reasons, since Thomas is largely the only one who works on MakeWalk. If I move stuff here, there's a greater chance he'll see the question. :-)

But also in lack of better options. If/when I implement this viewtopic.php?f=19&t=13438, I'll do differently.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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