View Full Version : Motion Capturing, DGeeMee
aightfilms
07-Dec-03, 15:59
I saw a program that could be used to capture motion from regular video,
http://www.geeware.com/
is there anyway that these motions could be imported into blender, like with python?
[or is it of any use, anyway?]
If this program saves your motion capture as .BVH files then you can import these files into blender with an older script
http://centralsource.com/blender/bvh/iart/bvh.zip
You need python 2.01 and a blender 2.20 and up. Don't know if it works with 2.31 or any other version at all for that matter, but this is the information I found for you.
Also see this thread:
http://www.elysiun.com/forum/viewtopic.php?t=18235
DgeeMe does export bvh files so you could try that script to see if it works with the latest python and blender, if not try earlier versions.
a friend that i recently hipped to blender just sent me these links
Try these : ), Links courtesy of LittleDragon at RuntimeDNA Forums.
http://www.cs.wisc.edu/~pingelm/ComputerAnimation/Motions/bvh/
http://www.ict.usc.edu/graphics/animWeb/humanoid/sampleData.html
http://userdata.acd.net/cady.patrick/BVHfiles.html
http://www.faint-light.com/faint-light/motionview/ht/bvh_3d1.html
http://www.e-motek.com/
http://www.accad.ohio-state.edu/~jwoodrin/mocap/Clips/
http://www.mantismotion.com/samples.html
http://www.mastudios.com/motion.html
Hi
I am wondering if anyone has successfuly use DGeeMe with Blender. It looks like a good program.
There is a new updated .bhv import script for Blender: http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=3245. It works very nicely with its own sample files but not with those for DGeeMe. Do you know if you adjust the skeletal setup in DGeeMe to match that needed for Blender? (I've not delved into the documentation yet).
If the .bhv script were incorporated into makehuman and DeeGeMe could be used with Blender, workflow would be greatly improved. External motion capture imported into Blender for humanoid figure creation, rigging and animation!
Koba
the problem with .bvh files are, that there is no standart armature set-up, so every tool exports its own.
its still possible to rename bones etc. and hope that afterwards the script will work ... but youīll end up spending more time doing that, than you would have spend animating it yourself!
As for now, itīs not possible to use this program in a sufficient way. itīs not working smoothly with blender and due to the diverence in the bone-set-up itīs rather counterproductiv to sqeeze somthing out of it.
Good news: some guys are working on it !
I just couldnīt get DGeeMe to work... Even shot and captured some video, but didnīt grasp the workflow inside the program... If anyone could write a short tut...
i just found these http://centralsource.com/blender/bvh/iart/bvhfiles/
at this site>> http://www.blender3d.blogger.com.br/
unfortunately i don't speak the language so i have not a clue what it all means.
blenderanim
03-Jun-04, 13:40
Try this link:
http://centralsource.com/blender/bvh/
well i just tried out one of the blends that i left the link to, and it looks like someone got them to work.
in order to get this old bvh stuff to work , youīll need creator 2.23 and python 2.0 !
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