Ho to create a new pose (.bvh) ?

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Ho to create a new pose (.bvh) ?

Postby fabioatv » Thu Feb 02, 2017 9:37 pm

Hi
I would need to create some new static pose starting from T-Pose.
I've tried so:
- I've create a base model using Default skeleton and put in T-Pose use malehuman (pose01.jpg)
- I've exported it using Makehuman Exhcnage in mhx2 format (T-Pose_Base.mhx2 inside tmp.zip)
- I've imported it in Blender and modify the pose (pose02.jpg and pose03.jpg)
- I've exported the .bvh using the "Motion Caputer (.bvh)" option in Blender (T-Pose_Modified.bvh inside tmp.xip)
- I've copied the .bvh file to data/poses folder in makehuman
But if I apply that pose it is completely different from what I see in Blender (pose04.jpg)
It seems that axis are not correct or something like it.
Can you help me ? Thanks

Fabio
Attachments
tmp.zip
(1.68 MiB) Downloaded 322 times
pose04.jpg
pose03.jpg
pose02.jpg
pose01.jpg
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Re: Ho to create a new pose (.bvh) ?

Postby punkduck » Thu Feb 02, 2017 10:06 pm

Hi

3 points ...

1) In my opinion you have to start from the standard pose and modify that to your desired modified T-Pose. T-Pose and standard A pose differ in the position of the arms and hands. And the left arm of your modified T-pose is exactly in same position as the unmodified standard pose. I don't know if there is a way to start with a different pose. But when importing in Makehuman again, it seems that Makehuman is not able to detect from which pose you started to modify and assumes the A pose.

2) In blender: use local mode for posing. Then the natural bone is simulated in a way. X rotation for a leg is used to do a step, z-rotation to spread the legs.

3) If you want to spread legs, don't use upperleg02, use upperleg01 and rotate using the blue z-axis. upperleg02 is mainly used for turning the knee to the outside. Same with upperarm02 ... it should be used for rotation (green y-axis).

hope that helps
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Re: Ho to create a new pose (.bvh) ?

Postby joepal » Thu Feb 02, 2017 10:51 pm

You could try to import an A-pose character in blender, and then use the sync pose functionality in the MH_Community blender plugin (from https://github.com/makehumancommunity/community-plugins) to set it to T-pose, and then go from there.

This is somewhat untested, so you might run into side-effects. But that's where I would start.
Joel Palmius (LinkedIn)
MakeHuman Infrastructure Manager
http://www.palmius.com/joel
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