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3DS Max Friendly version of the Open Motion Capture Library!


nbohr1more

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It looks like BloodRayne (from the Hexen EOC and Grimm mods) has found and successfully implemented

 

motion capture conversion to Doom 3 Anim formats.

 

Here is a youtube video:

 

http://www.youtube.com/watch?v=C0K9th4ehtE

 

 

Here is the Doom3 world topic:

 

http://www.doom3worl...t&sd=a&start=80

 

 

BVH formatted files (3DS Max friendly):

 

https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/3dsmax-friendly-release-of-cmu-motion-database

 

Tutorial:

 

http://www.mediafire.com/?rwizjzdyumt

Edited by nbohr1more
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Not motion capture of itself.

 

There is a HUGE library of animations available for free from Carnegie Mellon University.

 

Until now, it was not in a Doom 3 friendly format.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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BloodRayne used something called the "Biped Plugin" which apparently can map to Doom 3 models in a very similar fashion to the native Doom 3 rig.

 

Not sure if there are any measures you could take that would allow you to map to an existing rig though... Match the number of joints?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Matching the joints would still require re-rigging all the AI and scrapping all our existing animations.

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Well that took some wind out of my sails :laugh:

 

Shall I hold-out hope for the possibility of a new guard type, NPC, or ambient AI, who'd use these animations and rigs?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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D'oh! Well - well spotted nbohr - better to be on the lookout for these things than not.

"No proposition Euclid wrote,

No formulae the text-books know,

Will turn the bullet from your coat,

Or ward the tulwar's downward blow

Strike hard who cares—shoot straight who can—

The odds are on the cheaper man."

 

From 'Arithmetic on the Frontier' by Rudyard Kipling

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Shall I hold-out hope for the possibility of a new guard type, NPC, or ambient AI, who'd use these animations and rigs?

 

It would be FAR more work to create a new guard using a new rig and different animation set than it would to just use our existing ones. An ambient AI that is used for a specific, limited purpose is possible if someone with 3DS Max wanted to look into it.

 

Do they have any animal mocap? That's the one area I could see it being useful for us.

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It would be FAR more work to create a new guard using a new rig and different animation set than it would to just use our existing ones. An ambient AI that is used for a specific, limited purpose is possible if someone with 3DS Max wanted to look into it.

 

Do they have any animal mocap? That's the one area I could see it being useful for us.

 

yes!!

 

But with human subject. lol

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Hmmm...

 

Now that the source code is out, what about allowing more than one rig per entity or rig-swapping?

 

What say you Greebo, would this be a worthwhile endeavor?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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What I think we should take away from this is that it makes it relatively easier for mappers to come up with custom AI for their FMs.

 

I imagine if there's a library of open source mocap animations then there should be a library of open source rigged models out there ready to use them. I don't imagine they'd be a perfect fit for TDM in style, so not great to integrate in the mod as is. But for a mapper that wants a custom AI to do a specific thing in their FM, like just act out an animation & conversation for a scene, then we should refer them to this. It's going to really add to the storytelling to make it easy to do that... As long as those AI just perform their animation & don't have to get involved in the gameplay later (i.e., TDM specific animations), which I imagine would be a tougher thing to pull off.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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It's going to really add to the storytelling to make it easy to do that..

 

Even just that much isn't as easy as it sounds. Beyond knowing 3DS Max and how to export models, you'd have to make a complete modeldef for the mocap rig, as well as a new entitydef for the AI, which will crash D3 if certain animations aren't present.

 

Or you'd have to run them as a func_animate, which has a large number of limitations.

 

I don't think this is particularly useful for us, unfortunately.

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  • 1 month later...
  • 3 weeks later...

With latest versions of Blender comes an incredible tool: motion tracking. Program can track points in a movie and then by comparing their relative positions in different frames it can recreate a virtual scene with camera moving just like the real one. With that you can create realistic special effects. Here's my attempt :)

 

http://www.youtube.com/watch?v=lj8cJVfKLCE&list=UUODfDhGusu3dDBeRPQU7wsw&index=1&feature=plcp

 

You can not only "solve" a camera's movement but also movement of objects. So human motion capture without using expensive sensors is now theoretically possible in Blender. There are videos with facial mocap where trackers where used to run shape keys. But a skeletal animation should be possible. But of course you would need a costume with markers.

 

Here are some more videos (not mine):

 

http://www.youtube.com/watch?v=KZalGrjGKSA

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It's only a model...

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Yeah rigging is easy, if I had a character model I could do that. I've requested an FBX of them before though (make this 5 times) so I could do some animations.

 

The hard part is building the af file. It's all done in Doom, You've got to make a bone for each bone you want then set the joint type and limitations. If anything goes wrong Doom crashes out. The hardest (re most confusing part) is getting the correct joints listed in the trees they belong in. I'd have to completely relearn that since it's been so long. Of course I have a few ai I could reverse engineer to help, but it's a pain.

 

We could always export the anims with the same names as existing ones, in so far as they have mocaps of similar anims.

 

There's always a chance the rig is the same. But not likely, there's bone #'s, placement, names...

Dark is the sway that mows like a harvest

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Blender's motion capture addon should handle different positions and names automatically (as seen in video tutorial I posted). The thing is, our current rig is illogical. Here's the mocap rig:

 

post-2001-0-35581400-1330541431_thumb.png

post-2001-0-13304600-1330541529_thumb.png

 

And here's TDM:

 

post-2001-0-15078100-1330541460_thumb.png

post-2001-0-40446400-1330541473_thumb.png

 

So yeah, probably new skeleton would be needed. On the other hand I believe a custom motion capture could be used with our current rig.

It's only a model...

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Well, looks like we have one more clavical bone than they have.

 

The distortion is because our rig is probably mirrored, and on blender import those mirrors aren't holding, thus all the bones have flipped on their origins in at least two planes.

 

I don't think I can import md5 though Maya can export an FBX which I should be able to open just fine ;)

Dark is the sway that mows like a harvest

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I recall someone saying long time ago, that it's asymmetrical on purpose, to better see the bones during editing. After importing MD5mesh to Blender bones aren't connected. I connected them into chains to better show the problem. Here's imported marine from Doom:

 

post-2001-0-81898700-1330558789_thumb.png

It's only a model...

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