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a thing about the cmu animations

Discussion in 'Animation' started by dibdab, May 1, 2019.

  1. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    828
    this has been bugging me for ages, that conversion of cmu animations always were a bit off
    https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture

    one example 87.01
    1. from the huge mocap on the asset store
    2. converted from daz bvh (in blender)
    3. converted from max bvh (in blender)
    hm.gif bdaz.gif bmax.gif

    you can see the max conversion has fingers and feet off, but the left leg is right, which the other two has wrong
     
  2. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    828
    so copied the localRotations of the leftUpleg and leftLeg
    Code (CSharp):
    1. public Transform bone0;
    2. public Transform boneX;
    3. void LateUpdate () {
    4.  
    5.             bone0.localRotation = boneX.localRotation;
    6. }
    and looks like this
    1. switched off
    2. switched on
    fix0.gif
    fix1.gif

    small success for the day
     

    Attached Files:

    Last edited: May 1, 2019