This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
democap:blender_democaptools [2022/04/21 18:06] – [Align Correction Bones] dragonlord | democap:blender_democaptools [2025/03/23 15:23] (current) – dragonlord | ||
---|---|---|---|
Line 9: | Line 9: | ||
====== 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: | ||
Line 68: | Line 74: | ||
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/> | ||
Line 109: | Line 128: | ||
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. | 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> | {{ 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 '' | ||
+ |