There is a CMU mocap library available. This page links to bvh conversions that are compatible with blender. People converted them differently for use in poser, daz, 3dsmax, and motionbuilder. (they're the same pose but presumably formatted differently).
http://mocap.cs.cmu.edu/resources.phphttps://sites.google.com/a/cgspeed.com/ ... on-captureI'm guessing you saw the ones that were made for motionbuilder skeleton, and wanted one that fits the MH base skeleton. I don't remember which one works best with makehuman's skeleton, but I did get them to work. Using the MHX2 format was the most reliable IIRC.
(Skip the first two if you already have MHX2 and makewalk)
1. Exporting with MHX2
Google to find the MHX2 plugin.
Download, unzip, and place the unzipped folder in the plugins folder of your makehuman installation, in C:\[place you put the makehuman folder]\makehuman-1.1.1-win32\plugins
(The plugin folder is called 9_export_mhx2 and has these things in it:
- tttt.PNG (5.14 KiB) Viewed 13429 times
)
2. Import with MHX2.
Download the zip files of the MHX2 import blender addon and makewalk blender addon. Addons are installed by file -> user preferences -> install add-on from file -> clicking on the zip folder containing the addon.
Enable addon to import the human. Save settings.
makewalk, when enabled, is located in a tab in the left-hand ribbon thing that you expand by clicking the plus.
3. Animating the human
What I did just now that worked for me:
Open blender 2.79
Import mhx2 human
Select the armature/rig/skeleton in object mode
Press "load and retarget" button at the top of the MakeWalk tab
Navigate to the place I put the cmuconvert-daz bvh files and pick one at random
It works flawlessly, except the animation is a little weird, but that might just be a flaw with the database. Also, the toes don't move, so it looks weird if you don't give the characters shoes, lol.
(for example, I tried folder 01, animation 01 just now. the animation works in a technical sense but the poor character's elbow is bending the wrong way......)
(I tried with a .dae file and just as I recalled, it doesn't work. It has to be MHX2, apparently.)