[Bf-committers] GSoC 201 - Automatic Skeleton Extraction

Patrick Shirkey pshirkey at boosthardware.com
Fri Apr 26 08:08:21 CEST 2013


On Fri, April 26, 2013 5:54 am, Juan Pablo Bouza wrote:
> If I'm not wrong, there where some guys in the Blender Conference that had
> developed a system where the program automatically detected the human
> shape, and was able to target a bvh rig to it. The name is Christophe
> POIREL, maybe you could get in contact with him and see if you can use any
> of his work or ideas.
>
> The way I see it (I'm the creator of BlenRig auto-rigging, now my site is
> down :p ) is that it would be cool no to just be able to generate a simple
> armature, but to develop a system that would also be able to retarget
> custom rigs. But well, a tool like that might be too specific, and maybe
> it wouldn't be worth the effort.
>
> Anyway, Zanqdo never used BlenRig, that's why he says that auto-rigging
> systems are not good enough for him... :p
>

I have used BlenRig and MakeHuman. They have two different methods for
applying a rig. I'm not sure of the specific method used in MH but they
have figured out how to apply various rigs to meshes more accurately than
my results with BlenRig.

You might also want to look there for some ideas.

What is currently missing is a way to transfer anims from one model with a
different scale to another model. I have made various tests with the
xonotic rig from MH and found that the official xonotic rigs are approx
2.5 times larger than the MH version and that causes stretching along the
z-axis.

http://iguanapro.com/cube/mh4-2.png
http://iguanapro.com/cube/mh4-3.png
http://iguanapro.com/cube/mh4-4.png
http://iguanapro.com/cube/mh4-5.png

A simple method for merging the anims from different models with the same
rig without stretching the mesh would be very useful. Then we could rig
the model with an arbitrary rig using the MH method and apply the anims
from other existing models with the same rig easily and quickly. My tests
so far have required me to export the rigs and anims from Blender in iqe
format and merge them manually to get the anims from one model to another
but that results in stretching.

MH already have a MakeRig plugin for blender that allows exporting a rig
bvh for use with their internal format and my plan is to ad an iqe/iqm
exporter to MH too which is one way to avoid stretching/scaling issues.



--
Patrick Shirkey
Boost Hardware Ltd


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