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View Full Version : Filtering noisy mocap - any good scripts for this?



Phil
03-08-2013, 10:52 AM
Is there any existing script that does its best to filter out noise from BVH in LW? The current importer also seems very basic (no orientation option, no scaling, etc.). I just wondered if someone had already tackled the noise filtering side of things :)

RebelHill
03-08-2013, 11:12 AM
Not specific to it... but you can probably get some use out of the reduce keys script in the RH animation tools set. http://forums.newtek.com/showthread.php?132721-RH-Animation-Tools/page5

Surrealist.
03-09-2013, 08:43 AM
If you know how to use Blender, there are some mocap tools in there and it might be a good place to prep files. The GSOC on this was completed a while ago and is now included in Blender. I have never used it, but there is a noise filter and a few other good looking tools.

http://wiki.blender.org/index.php/User:Benjycook/GSOC/Manual

Basically enable it as an Addon and then access it in the Object panel. The above is some documentation on it.

Also if you are going to be doing any work with bvh, get yourself something like bvhacker - free - which is a great little app do do prep work for your files before you bring them into your animation app. You can do lots of things there to help with the process.

Phil
03-09-2013, 01:21 PM
The issue I had with blender was that it insisted on exporting the mocap in entirely the wrong orientation due to the Z==up system. According to the documentation, blender should provide the option to redefine this for all exporters, but nothing I tried resulted in mocap (bvh) exports that any other application could pull in reliably. I thought there used to be a way to define Y==up in blender, but I couldn't find the setting in 2.66a yesterday when I was investigating.

LW's bvh importer doesn't allow any flexibility in importing bvh, either.

Surrealist.
03-09-2013, 02:06 PM
The fbx exporter has this option. But not BVH.

What is the reason you want to export as a bvh? Is it to do with the rest position? I have not actually tried to skin an fbx set of bones.

But FBX does give you more options, and is more reliable. Works OK with Bones but Blender fbx exporter gives me mixed results with meshes. Not working well in LightWave but they open just fine in Maya. Though I have just found that it does not export multiple materials and UV maps properly. But for bones, seems to be OK.

Would be nice if you can get it working because those are some cool tools to have access to.

Phil
03-09-2013, 02:31 PM
Ah, OK. I've been wary of FBX because implementations can be variably quirky. I'll take a look again later today :) It also wasn't clear to me if the cleanup operation was a one-stop shop that would clean up the entirely hierarchy's motion or just the selected element. Documentation seemed thin.

Surrealist.
03-10-2013, 12:26 AM
Yeah, I am not sure about that. I don't know how far you want to get into editing the Action in Blender, but if you are familiar you can always copy and paste channels, and probably a host of tricks actually. But you can duplicate Actions and use copy parts of them into another action so you could run a script on a duplicate and then copy over that chain's channels. Then there is the Non Linear Action editor which might also have some things you can do.

If those tools come any close to what he intended, it should be a good place to prep and even edit and combine different actions. Not quite as powerful as MotionBuilder but I asked him and made some suggestions in the beginning and he said that MotionBuilder was indeed the inspiration for it.

There was a thread on it.

http://blenderartists.org/forum/showthread.php?218408-GSoC-2011-Improving-Motion-Capture-workflow-feedback-and-updates

Here are some videos:

http://www.youtube.com/watch?v=qVCaiFX1Mkw

http://vimeo.com/26420002