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democap:blender_democaptools [2022/04/18 21:16] – [Installation] dragonlord | democap:blender_democaptools [2025/03/23 15:23] (current) – dragonlord | ||
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====== Installation ====== | ====== Installation ====== | ||
+ | |||
+ | ===== Blender 4.2 or newer ===== | ||
+ | |||
+ | Using the new extension system in Blender search for " | ||
+ | |||
+ | ===== Blender 3.x ===== | ||
Install first the [[tools: | Install first the [[tools: | ||
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Now a new toolbox panel is added with the title " | Now a new toolbox panel is added with the title " | ||
+ | |||
====== DEMCA Browser ====== | ====== DEMCA Browser ====== | ||
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This button can be used if the motion capture contains VR device capture information. Select the Armature imported by " | This button can be used if the motion capture contains VR device capture information. Select the Armature imported by " | ||
+ | ===== Import Object Rig ===== | ||
+ | |||
+ | This button can be used if the motion capture contains object position and orientation information. Press this button to import the rig used by the motion capture to store the object parameters. The rig contains these bones: | ||
+ | * <wrap em> | ||
+ | * <wrap em> | ||
+ | This import is quick and produces an Armature. | ||
+ | |||
+ | If multiple captures use object position and orientation you can use the same rig layout but you have to duplicate the object since each attached object needs a unique parent. | ||
+ | |||
+ | ===== Import Object Animation ===== | ||
+ | |||
+ | This button can be used if the motion capture contains object position and orientation information. Select the Armature imported by " | ||
<WRAP clear/> | <WRAP clear/> | ||
+ | |||
+ | ====== Correction Bones ====== | ||
+ | <WRAP box right :en >{{ : | ||
+ | |||
+ | The <wrap em> | ||
+ | * Correct actor poses to remove unwanted arching and rotating | ||
+ | * Fit motion capture pose to existing animations they are overlaying to get better looking blending | ||
+ | * Exaggerate or tone down motions | ||
+ | * Create variations of motions | ||
+ | |||
+ | ===== Add Correction Bones ===== | ||
+ | |||
+ | To use correction bones you have to first add them to your armature. Enter <wrap em>Pose Mode</ | ||
+ | |||
+ | Correction bones are added directly to your armature to allow saving them into the actions as well as allowing them to be animated for fine control. The added bones are named <wrap em>" | ||
+ | |||
+ | For each corrected bone a bone constraint is added using the respective correction bone as input. | ||
+ | |||
+ | If the <wrap em>Add Rot</ | ||
+ | |||
+ | If the <wrap em>Add Rot+Loc</ | ||
+ | |||
+ | The image below shows the process of adding bones to the Dragonroo example character. | ||
+ | {{ : | ||
+ | |||
+ | The image below shows how rotating spine correction bones offsets the animation without destroying it. | ||
+ | {{ : | ||
+ | |||
+ | ===== Align Correction Bones ===== | ||
+ | |||
+ | If the motion captured animation is used by blending over an existing animation (for example an idle animation) then it is useful to align the animation to match as closely as possible the base animation at the beginning and end. This allows to blend into the motion captured animation with the highest quality. | ||
+ | |||
+ | To align correction bones activate the action and frame number to use as animation frame to match against. Select the correction bones to copy the original bone world space transforms for. It is also possible to select the respective original bones instead but selecting the correction bones is a faster workflow. With the bones selected click the <wrap em>Copy Bone Matrices</ | ||
+ | |||
+ | The typical workflow to create overlay motion capture animations is to align the first and last frame to the base animation. Optionally add keyframes at 0.5-1s after the begin and before the end with the rotation and location cleared. This way the corrections ensure the animation fits well over the base animation when blended into while the clearing ensures the animation playes unmodified after being fully blended in. | ||
+ | |||
+ | It is also possible to the aligning to match specific time positions inside the animation to an existing animation. | ||
+ | |||
+ | The video below shows how this works. The imported animation is aligned to a base animation. Blending into the animation would produce good results like this. As an of altering the motion captured animation the spine is bend over causing the character to play the motion captured animation in a hunched over pose instead of the upright one as performed by the actor. | ||
+ | {{ youtube> | ||
+ | |||
+ | ===== Copy Bone Matrices ===== | ||
+ | |||
+ | Copies world matrix of all selected bones into copy buffer. | ||
+ | |||
+ | ===== Copy Subtract ===== | ||
+ | |||
+ | Copies world matrix of all selected bones and subtracts them from the bone matrices in the copy buffer. If a bone does not exist yet in the copy buffer it is copied instead. Hence after using '' | ||
+ | |||
+ | ===== Paste Bone Matrices ===== | ||
+ | |||
+ | Paste bone matrices in the copy buffer to the selected bones. If a bone has no matching matrix in the copy buffer nothing is done. This operator has two parameters: | ||
+ | |||
+ | ==== Overlay ==== | ||
+ | |||
+ | If ticked the bone matrices from the copy buffer are overlaid instead of replacing the selected bone world matrices. Overlaying allows to apply the difference between two poses stored in the copy buffer using '' | ||
+ | |||
+ | ==== Negate ==== | ||
+ | |||
+ | If ticked and '' | ||