yjyoung

yjyoung

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Is this possible in Houdini ?? Aug. 25, 2004, 12:15 p.m.

Thanks Jeff,

I was trying to do something silly without deleting the translate channels so i guess thats why whole things broke. Now I used Delete operator to isolate the translate channels and remove the key frame from the root translate channels so now I can put my own translation channels and make my characters move. Thanks again.

The idea of using a Vex was because I wanted to make an operator that has a bit of basic AI concept. For example, if I want to have a character walking around a maze, without my “ideal operator”, I could do it by blending and combining a handful of motion caps such as walking/ turning left/right/back by hand. If I could have an operator that could maybe take a string of information that tells the sequence of motion cap to be used, saying , WWWTRWWWTLWWWTB tells that do three full circle walking and blend into Turning Right mocap then three walking circle again, Turning Left, three walking and Turning Back etc. In this case, I dont have to manually shift and blending different mocaps and I just have to pass this char string information to Vex operator to do it. This vex operator could also be reuseable for other mocap blending (eg, fighting sequence etc)
Do you think this kind of ops are already in houdini?

To Slade,
I have not much experimented with mcbiovision yet but basically what I did was just run it get .cmd and bclip files. Once you have those files, run Houdini and you can either open text port and run “source” command to run the script file(eg, ->source run.cmd) or go to file and select “Run Script” then select your .cmd file. After you run the script, go to chop then add a file operator then open your .bclip file then export. now all the bones should be mapped to channels you brought from .bclip file.

Thanks for your attention.

Is this possible in Houdini ?? Aug. 20, 2004, 5:37 a.m.

Hi, I started learning Houdini for about half year now and the first personal project I did was about motion capture. What I did was that I downloaded a couple of BVH motion captures then converted to bclip using mcbiovision.exe.

There were two motion capture data I used, running and walking.
The walking motion actually moves the translation of the root bone so the character moves. Differently, the running motion does not have translation so it runs but stays on the same spot.

Now, I wanted to blend those two motion captures from one to another in my scene, saying, the character running and slowly blending to walking motion.

It was my plan and I spent so many hours trying to figure out how I could blend them smoothly but once I changed translation of the root bone, all other bones break their motion data.

My question is that should those two motions be in same position ? for example, walking motion should not change the translation and be done on the same spot(translation 0,0,0) so when I blend running from walking
I dont have to worry about translation channels? so once I blended them, I can control translation my own later?

If this is not possible?
Can I achieve this by using Vex Language? The Vex manual I had a look in Sydlab website explains that Vop can customize chops. So if I can use Vex, I could write a Vex Operator that gets these two sets motion capture channels and manipluate( blending from the first motion end to the second motion start) them and output to a new set of channels.

If I could also add to this vex operator to accept a script (or multiple text lines) such as
walk(0,0,0, 1,1,1);
run(1,1,1,1,2,1);
stop(1,2,1);
turn(left);
so my code in Vop interprets this and construct those motions together and output to a single chop?

I am not sure all these make sense and Vex language is flexible enough to do all these. Or maybe I miss something thats already in houdini that suppports all these stuff?

Thank you for your attention

Jun
UTS(Univercity of Tech. Sydney)
3D graphics student.