3rd Party Models/Media Chat / Conversation Biped made from Mixamo BVH files

Author
Message
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 22nd Jan 2016 01:25 Edited at: 22nd Jan 2016 01:26


Using Fuse to generate a character, exported to .obj file.
Collected the animation I wanted from Fuse and saved them as BVH files.

Opened 3ds Max and created a biped 1 head, 1 neck, 3 spines. 1 finger,1 toe, no finger or toe joints, biped root, pelvis, clavicle, upper arm, lower arm, hand, thigh, lower leg, foot.

Loaded motion caption BVH to the biped and saved out each one.

Loaded the Mixer and brought in all the biped files. Mixed down to biped. Saved complete biped as its own file.

Loaded my .obj file into max, made another skeleton with the same limbs as above. Sized it to my mesh, skinned the mesh to the biped.
Weighted the verticies.

Load the above complete biped into the meshes biped.

Exported to xfile.

Imported to fragmotion, exported to x file again.
Seems to clean up any messes.

Made the texture file .dds
Made the fpe file and the bmp file.
Put in media and animations into a fpe file. First test in Game Guru
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

teamhalo
3D Media Maker
19
Years of Service
User Offline
Joined: 6th Nov 2005
Playing: Gears of War 4
Posted: 22nd Jan 2016 05:20
Myke: This is amazing, I am very impressed!! I have to ask, what settings do you use and plugin to export an Animated .X file from max? I have always had trouble and I've never been able to bring an animated file into max. Did you motion cap this yourself? Really impressed with this. I have a lot to learn from you about animation.
HarryWever
3D Media Maker
14
Years of Service
User Offline
Joined: 14th Jan 2010
Location: below Sea level
Posted: 22nd Jan 2016 09:07
Nice work Myke..

cool


harry
Harry
PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 22nd Jan 2016 11:53
@Harry: Thank you.

@teamhalo:
I use the bond1 version of KWexport. http://mjblosser.com/kw-x-port-for-3ds-max/
With these settings for animated stuff.


Now the GameGuru character shader requires a very clean mesh or it will distort it greatly.
To prevent this and clean up the mesh, I take my export from 3ds max and import it into fragmotion. There I directly re export the x file again, where I except the default settings.

After this the mesh comes into GameGuru flawlessly. That is unless I missed a vertices somewhere in the weighting stage.

I did not do the motion capture, as I dont have the scanner or the room to set up the stage. But there are 1000's of motion capture files on the web for free use in personal and commercial applications. Maximo, True bones, Berkly college, few other places also.

The reason I used BVH instead of FBX, was that BVH came in cleaner then FBX, and I did not have to fix the joint rotations.

But create the biped you need with the specs from above, and then bring in each BVH files in the motion capture panel.
After each one you bring in, save off the bip file for each of them.

Then in the mixer you can combine what you want and make a master biped file for use and reuse.
Bond1 shows how to do this in this video.


Do note, that you will spend some time in the curve editor when you create your first combined biped. Normally the hands have the most work as they get twisted easy in motion capture.

Be patient and save a lot.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Login to post a reply

Server time is: 2024-11-22 14:37:50
Your offset time is: 2024-11-22 14:37:50