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democap:blender_democaptools [2022/04/21 18:06] – [Align Correction Bones] dragonlorddemocap: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 "DEMoCap Tools" and install it. See the [[https://extensions.blender.org/add-ons/democap-tools/|extension profile]].
 +
 +===== Blender 3.x =====
  
 Install first the [[tools:blenderexportscripts|Drag[en]gine Blender Export Scripts]]. This Addon uses the import functionality of those scripts. Install first the [[tools:blenderexportscripts|Drag[en]gine Blender Export Scripts]]. This Addon uses the import functionality of those scripts.
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 This button can be used if the motion capture contains VR device capture information. Select the Armature imported by "Import Devices Rig" button. Depending on the playtime of the motion capture the importing can take a longer time to finish. Once the button is no more highlighted the import finished. This button can be used if the motion capture contains VR device capture information. Select the Armature imported by "Import Devices Rig" button. Depending on the playtime of the motion capture the importing can take a longer time to finish. Once the button is no more highlighted the import finished.
 +
 +===== 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>object</wrap>: Represents the position and orientation of the object relative to the game world. You typically use a "Child of" constraint to attach the motion captured objects. Since Blender3D uses negative Y axis as forward direction for bones you have to set the Z Rotation of the attached object to 180 degrees to get the correct result.
 +  * <wrap em>attach</wrap>: Determines if the object is attached/grabbed at specific points in time. Only the local Y position is used. A local Y position of 0 represents not attached and 0.1 represents attached. As of DEMoCap 0.7 this value is not used yet.
 +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 "Import Object Rig" button. Depending on the playtime of the motion capture the importing can take a longer time to finish. Once the button is no more highlighted the import finished.
 <WRAP clear/> <WRAP clear/>
  
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 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>tlp5mZsl66Y?800x473 }} {{ youtube>tlp5mZsl66Y?800x473 }}
 +
 +===== 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 ''Copy Bone Matrices'' and then (for the same selected bones but in a different animation pose) ''Copy Subtract'' stores in the copy buffer the difference between the two poses. This is useful to apply the difference between two poses to a third pose.
 +
 +===== 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 ''Copy Bone Matrices'' and ''Copy Subtract'' on top of the current pose.
 +
 +==== Negate ====
 +
 +If ticked and ''Overlay'' is also ticked overlays the copy buffer pose in reverse. Hence instead of adding the copy buffer matrices to the current pose it is subtracted.
 +
democap/blender_democaptools.1650564402.txt.gz · Last modified: 2022/04/21 18:06 by dragonlord