benoit-1842 Posted October 30, 2014 Share Posted October 30, 2014 Like the title said all my animation are ok in blender but when I am loading it in Babylon.js, my arm and my leg are super, duper long like it stretch..... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 30, 2014 Share Posted October 30, 2014 We need the help of our god of Blender (@Gryff ) Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted October 30, 2014 Author Share Posted October 30, 2014 Merci d'avoir repondu mon Vorlon prefere Benoit GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
gryff Posted October 30, 2014 Share Posted October 30, 2014 benoit, can you post the blend file somewhere so I can download it and look at it? What was your source of .bvh file? Carnegie Mellon University (CMU) files? cheers, gryff @DK: stop that nonsense immediately!!! Quote Link to comment Share on other sites More sharing options...
Temechon Posted October 30, 2014 Share Posted October 30, 2014 Long live the king of Blender ! xD Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted October 30, 2014 Author Share Posted October 30, 2014 Here it is my blend file... Thank you Blendking Gryff...... The king of open-source !!!!! Merci, Benoit https://drive.google.com/file/d/0B_ZBy6q5jS8xbWJqSUZqeXotcms/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted October 30, 2014 Author Share Posted October 30, 2014 And my model is doing the long stretch arm with any bvh.....And I have another project (that one is worst, it's doing it with legs and arms...) Merci, benoit Quote Link to comment Share on other sites More sharing options...
gryff Posted October 30, 2014 Share Posted October 30, 2014 got it benoit - what version of Blender ? And don't start copying DK and Temechon - they are troublemakers cheers, gryff Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted October 30, 2014 Author Share Posted October 30, 2014 No I will try to be original But btw my workflow have improve by 150% when you help me with my first project with Babylon.js so I guess that they are not that wrong........ Thanx for the inspiration with the blue lady....... My version is 2.69..... Thanx a lot, Benoit Quote Link to comment Share on other sites More sharing options...
Iwaa-kun Posted October 30, 2014 Share Posted October 30, 2014 Have you applied scale and rotation on your character? (ctrl+a in object mode) Quote Link to comment Share on other sites More sharing options...
gryff Posted October 30, 2014 Share Posted October 30, 2014 I thought that the issue might be the weight painting benoit, but I looked at that and it seems ok. I do notice that you have 6-7 animations in your animations library. Are you trying to export all of them at once ? No idea how babylon reacts to that. Will investigate further on the weekend. What is the source of your .bvh files? I ask because not all .bvh files import and work well with the MH rig. cheers, gryff Quote Link to comment Share on other sites More sharing options...
gryff Posted October 31, 2014 Share Posted October 31, 2014 Benoit can you send me a link to download the .bvh file that is producing the "long stretch" in the pic above? I need to know more about the .bvh files. You can do it in a PM if you want. cheers, gryff Quote Link to comment Share on other sites More sharing options...
solartistic Posted November 1, 2014 Share Posted November 1, 2014 I had a problem like this before but i found a solution animations form blender work perfectly fine but only in condition that in object mode position and rotation of mesh and the skeleton is (0,0,0) and scaling is (1,1,1) like that http://i.gyazo.com/bd07a15a1257c8d60bec541e518f2477.pngyou can move your mesh and bounes around in edit mode Quote Link to comment Share on other sites More sharing options...
gryff Posted November 3, 2014 Share Posted November 3, 2014 Well benoit, I spent some time investigating this issue - trying to remember how I created the "Blue Lady" The MakeHuman (MH) uses as a demo in their docs a Carnegie Mellon University (CMU) file 90-04 which is a cartwheel. So I thought go with that. And here is my initial result: Cartwheel 1 Stretching of the left foot. Now it looked OK in blender - but eventually i looked at the left foot bone (close up) - things were not quite what they seemed from a distance Where the stretching seems to occur, in Blender the foot is actually upside down (see image below - look at toenails). And for whatever reason BJS shows that as this stretched mesh. Continued close looking suggest that all four extremities are not behaving well (varying levels of irregularity) Anyway, I deleted the key frames where the stretching was occurring for the left foot bone and tweaked the right hand as well. Result here: Cartwheel 2 I'm not sure whether this represents an issue with the .bvh files themselves (your files are not exactly recent) or with limitations with the MakeWalk .bvh importer , or the BJS exporter does not handle problems well ???? And I agree with solartistic - make sure you have bvh file at 0,0,0. Get bvhacker- I have v1.8. When you load a bvh file look for the buttons that say :"Center" and "NoOffset" Click those to get bvh at 0,0,0 cheers, gryff Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted November 4, 2014 Author Share Posted November 4, 2014 Cool I will check that out today..... Thanx a lot Master Gryff Benoit Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted November 4, 2014 Author Share Posted November 4, 2014 Thanx everybody. It's seem that putting at 0,0,0, the bvh files have work with one of my model.... Thanx. But I don't think it works well with the Makehuman Makewalk add-on. I have try it but it's like if Babylon.js wasn't a big fan of Makehuman !!!! I will continue investigate on that..... Again thanx a lot for your help, Benoit Gauthier Quote Link to comment Share on other sites More sharing options...
gryff Posted November 4, 2014 Share Posted November 4, 2014 I have try it but it's like if Babylon.js wasn't a big fan of Makehuman !!!! I will continue investigate on that..... Me too Benoit. I've done it once - should be able to do it again - just got to remember the tweaks I used I've also posted on the MakeHuman Forum though not much help so far. Blender and MakeWalk Mesh Stretching Issue cheers, gryff Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted November 4, 2014 Author Share Posted November 4, 2014 Thanx...... I will try tomorrow morning with other version of Blender and Makehuman Regards, Benoit Quote Link to comment Share on other sites More sharing options...
gryff Posted November 5, 2014 Share Posted November 5, 2014 Think I have it solved Benoit - more tomorrow after a few more tests with different bvh files By the way, which of your bvh files produced the ugly screen shot above, Benoit? cheers, gryff Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted November 5, 2014 Author Share Posted November 5, 2014 Can wait to see that tomorrow... Just wondering are you from Canada.... Me I am a Canadian working in the U.S.....Thanx a lot....Benoit Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted November 5, 2014 Author Share Posted November 5, 2014 All my bvh files was doing ugly image like that... Can't wait to have your input tomorrow....Will you be able to post me the .blend file ? So I will be able to test it with my configuration..... Deltakosh was right you are a Blender wizard...;-) Benoit Quote Link to comment Share on other sites More sharing options...
gryff Posted November 5, 2014 Share Posted November 5, 2014 Well Benoit, here is a fix for the stretching issue - and a simple workflow for using MakeHuman, Blender and BJS. Step 1. In MakeHuman, create your human figure (short/tall, fat /thin etc.), set the rig to "game rig" (32 bones), then export to Blender (.mhx format). Step 2. Import your .mhx file into Blender (see first image below). You need to have installed the MH "Blender Tools" addons. Step 3. Load and Retarget your BVH file (the single button in red box below). Play the animation check that is running OK. Errors do occur and sometimes the subject who was used to make the MoCap may have had a very different body shape to your 3d figure which may cause issues. I also first load my BVH files into BVHacker to centre the figure, and in the case of the CMU files "half sample" a couple of times. You can also rename bones, remove bones merge bones to make the BVH file correspond more closely to your MH rig. Then save the file. If you try exporting the animated figure now - it gives you the stretchy nonsense. You will see in the first image below that I have a Dopesheet panel open and set to Action Editor. You will see that there is a frame zero with the figure in a T-pose. Step 4. Delete this key frame. From MakeHuman docs: To calibrate the source and target armature against each other, MalkWalk introduces extra keyframes at frame 0 Step 5. Now you can export for BJS and the animations should be fine - no stretching. A couple of examples from the .BVH files you provided: Spin Kick Cossack Dance Note: both these files have an interesting "rest pose" - not the standard T-pose but rather have the hands down by their sides (see second image below). The MH "Load and Retarget" does a good job of handling this different "rest pose". There are some small issues around the shoulders which probably can be tweaked in Blender. I have tested with 6 different BVH files all worked nicely. cheers, gryff Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted November 5, 2014 Author Share Posted November 5, 2014 Thanx Gryff it did the trick.... But some of my .babylon file aren't loading sometimes..... if it's possible to post a .blend file that do the correct export all the time that can be awesome and by the way you are very cool.... Thanx, Benoit Quote Link to comment Share on other sites More sharing options...
gryff Posted November 5, 2014 Share Posted November 5, 2014 Thanx Gryff it did the trick.... But some of my .babylon file aren't loading sometimes..... if it's possible to post a .blend file that do the correct export all the time that can be awesome Good. What does your web console say when files fail to load ? Any particular BVH files of those you PMed me? cheers, gryff Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted November 5, 2014 Author Share Posted November 5, 2014 Failed to load resource: the server responded with a status of 404 (Not Found) http://localhost/bluelady/elie1.babylon.manifest?1415217827603BJS - [14:03:47]: Valid manifest file not found. Scene & textures will be loaded directly from the web server. babylon.js:3Failed to load resource: the server responded with a status of 404 (Not Found) http://localhost/bluelady/elie1.babylonUncaught SyntaxError: Unexpected token < (index):1Uncaught TypeError: Cannot read property 'notify' of undefined fo.min.js?v=2_3_613&b=dynamic&l=:126 Here it is..... Benoit Quote Link to comment Share on other sites More sharing options...
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