[Soc-2011-dev] Weekly progress report 8 - Improving Motion Capture Workflow

Benjy Cook benjytcook at gmail.com
Sat Jul 16 11:38:20 CEST 2011


Mitchell,
I haven't forgotten when you mentioned this to me on IRC. It will be
added shortly. :)
Benjy

On Fri, Jul 15, 2011 at 11:40 PM, Mitchell Stokes <mogurijin at gmail.com> wrote:
> Hey Benjy,
>
> I know you don't plan to do much on a best guess automatic assignment
> of bones for the mapping, but could you at least do automatic mapping
> for bones of the same name? This would be very handy for those doing
> their own mocap. For example, in my case, I'm working on establishing
> a pipeline where I FBX Export to MotionBuilder, do some mocap stuff
> and then BVH export to Blender. Since they are the same rigs, it would
> be nice to have some automatic mapping. Especially since there are
> around 90 bones in the rig. :P
>
> Cheers,
> Mitchell
>
> On Fri, Jul 15, 2011 at 12:30 PM, Benjy Cook <benjytcook at gmail.com> wrote:
>> This Week:
>>  - Reviewed existing code base, implementing many small optimizations,
>> writing comments and fixing some mid-sized bugs with retargeting and
>> constraining.
>>  - Retargeting now fully supports rigs where bones do not connect to
>> their parents
>>  - Recorded, edited and uploaded a 22 minute tutorial, encapsulating
>> almost all the implemented/coded features in rich detail. This took
>> much longer than I expected (silly 3 hour transcoding!), but I wanted
>> to deliver a high quality end result.
>>  - Almost finished change to constraint system, which will allow users
>> to keyframe their properties, thus fully leveraging the "Animato"
>> system/concept. This will also open the door to implementing the more
>> trickier constraints, as it gives a place to put "baked" data when the
>> constraints (e.g. Floor and Dist) require heavier calculations.
>>
>> Next Week:
>> - I'll be updating my Progress wiki page with the latest developments,
>> and include a list of what yet needs to be done and when, now that
>> we've passed the Mid-term point.
>> - The aforementioned work regarding floor and distance constraints.
>> - Hierachy matching heuristics, for easier user expierence.
>> - Possible: Path editing - making the user rig walk along a path while
>> maintaining footplants, etc.
>>
>> Issues:
>> I have 2 school projects due by the end of the month. I don't think my
>> performance will suffer much, but I wanted to "put it out there".
>>
>> Benjy
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>>
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