Sunday 30 January 2011

Export CS bip into FBX

最近做了個實驗
之前曾提過從CS載入BVH的資料再到MoBu裡修改動作後再匯回MAX裡
也許是版更新了
相容性更高
原本的法想是
1.將CS骨架輸出成FBX
2.在FBX裡,將輸的骨架重新命名連結為BVH的骨架
3.修改後再轉存BVH格式
4.再從MAX重新載入修改後的BVH動作即可

為此我還寫了個for bip的T-Pose的script

後來用了MAX2010及Motion Builder2010測試的結果
一點都不用那麼麻煩
只需要在MAX裡將CS輸出成FBX後
再到MoBu裡利用MAX CS Template 做Characterize就可以
修改後的動作,也只要選存CS的骨架為FBX,再匯入MAX就可以
完全不用變動CS的骨架跟名字,也不需要T-pose

以上流程適合處理修改BVH匯入到MAX的動作資料

如果流程是要讓CS使用C3D的資料
那輸出前就還是要讓角色回到T-pose
這時要說,嗯~我陽春的T-pose Script還是有點用


Sunday 23 January 2011

Motion Builder 課程大綱 第二版

過了這麼久忙著其它事就忘了更新課程
先PO一下最後定案的課程版本
因為對方後來希望能從處理mocap資料開始教
所以修改了教授內容

軟體版本 Motion Builder 7.0 or7.5

範例影片:錄影動作>模型套用後的成果>分解步驟(光點資料+基本操作 約2堂課)

Interface 介面認識0.5堂課

  • Lesson 1 :Menu tool bar

Asset browser

Create a cube

Viewer control 視窗操控+快速鍵使用

T移動 R旋轉 S縮放

Shift+Left Click 平移畫面

Ctrl+Shift Left Click 旋轉畫面

Ctrl+Left Click 縮放畫面

Ctrl+a 物件置中

Ctrl+1~4 切面視窗面版

Ctrl+W 樹枝圖

Ctrl+E 透視攝影機

Ctrl+F 前視/後視

Ctrl+R 右視/左視

Ctrl+T 上視/下視

Preferences參數設定 saving/selective redraw/undo/Viewer

Navigator window 介紹

Character Controls

Transport Controls

Layouts 自定面版

Mapping初體驗 約1堂課

  • Lesson 2 :Mapping Optical Motion

Add Favorite path in Asset Browser

Open 2_1_Opt_Data.fbx from Asset Browser

Create an Actor from Asset Browser

Align Actor to Markers

縮放Actro Body對齊肩膀高度

調整手臂的角度

調整腿的角度

Create a Marker set

頭部

胸部

腹部

膝蓋

腳掌

肩膀

手肘

手掌 

Rigid Bodies

頭部

胸部

腹部

大腿

腳掌

上手臂

手掌

Optical_Correction

Eliminating Noise

frame 255

select RSHO 5


Zoom in to see peaks in the optical data.

M-drag the Split line

Select Auto-Bezier

Eliminating Occlusion

frame 296

Eliminating Swapping

Frame427

Finalizing Optical Data

Save file as : ActorMove

實務運用()角色綁定 約1堂課

  • Lesson 3 :Characterize

    • Export Model and Skeleton form 3D Max

    • Open Character File:Surfer_bad

    • Setting up your character in MotionBuilder

    • Create a Controls rig

補充

Using Extract Naming Template-骨架名稱與motion builder不同時

Lesson 3 :Mapping Actor to a Character

Character Settings

Plotting animation

實務運用()進階角色綁定 約1.5堂課

  1. Characters extension

  2. Create Auxiliary/effectors objects

  3. Degrees of freedom

  4. Handles

  5. Constraints 的使用 約1堂課

parent/Child constraint

3 Points constraint

Aim constraint

Position constraint

rotation constraint

relations constraints

RElation

sender operator reciver


two cube


rotation constrion


one sender

one reciver


three ways to disconnect


converder

vector to number


sender>translandtion connect to vector

auto appear number to vector


connect y to y


check the result

-------------------------

offset

Add operator

sender>translation connect to Add operator

set 30 forB


add if cond then A else B


add is greater

connect y to A

set 5 for B


---------------------------------------

Damping operator

new sence

create a cube

copies 5 (ctrl+c then ctrl+v 5 tiems)

ctrl+w

p (parent mode)


add 10 damping operator

Other>Damping(3D)


damping effecter

Number>integer

click all damping factor connect to integer



drag all cube into relation constrion


實務運用()清理Mocap及動作調整 約1.5堂課

  1. Filters的運用 key reducing/ peak Removal/ smooth/ smooth Translation

  2. FCurves的運用 layer/ Time Warp (Ghost) (Tangent)

  3. Key controls

  4. pose的運用 copy/past pose

  5. Motion Trajectories

  6. time and timelines 的運用 takes mark/loop

  7. motion blend window


環境設定0.5堂課

Layouts 進階設定

cameras 設定 camera Settings/ add new Camera/ Camera Switcher

Lights 設定

Shaders 設定

Surfaces 設定


經驗分享and提問 約0.5小時

2009_DemoReel


The title of this project is Kung Fu Hustle same as the movie Kung Fu Hustle

We took a lot of time and effort to finish this action game.
I was an animation lead at that time.
I learn how to use MotionBuilder from Shin-ya-san who came from a perfectional mocap company in Japan.
We did motion capture in Shanghai then modified animations in MotionBuilder.
In the end of this project, We had an Art director Nomura-san who was a lead animator in Metal Gear at Konami.
I've learned a lot of knowledge of animation from him.


2005_DemoReel

This is my 3D art work, Ever Quest II, during 2004~2005

Including modeling, texturing, rigging, and animations.



Monday 3 January 2011

A 2d soft of animation:PAP4

Good News : the PAP4 Now is for Free
Downlad Page
Tutorials

I have been use PAP4
it is nice and simple 2D animation
Suit for concept your animation before you star it in 3D animation