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#1 Posted at 2013-11-09 14:44        
     
Ok i have got as far as i can , from Blender to game in 5 minutes its a miracle .


so i made a rig for A3 however i didnt add any IK yet because i only learned blender last week the rig is not complete as described below

A: i am only just learning and i want really to put out the naked skeleton so better people can add them
B: i simply dont understand Bis relation between Spine and Weapon and how in game the move with the Hand

if anyone here knows that would be great i will put Blender File here , you will notice i have Bis own reffrence in the back these gave me tips what is connected to what and things but i couldnt quite see the weapon thing .

The process

1 set 0 frame center and press I to insert keyframe
to center in pose mode
Press alt G to zero moves
Press alt R to zero rotations
Press alt S to zero scalings
2 on frame 1 Move the whole skeleton (and model if you have skinned model) to floor level
3 make your frames as you will and your animations
4 Select all bones
5 export .BVH and select euler native and check the box root transform only
6 Open o2 prefferably with bis sample chracter in res lod 1 and nothing in res lod 2
7 click on reslod 2 and click file > import >biovision hirearch or .bvh
8 click exclude termintaors
9 keep scale a 0.1
10 check Z is top and Invert Z Box
11 import
12 check all frames are good and right click any frame in the rtm window
13 click Autotime 1.0 ( not always necessary but good practice)
14 if asked choose Pelvis as rootbone
15 goto Res lod 1 and open the rtm on the Bis example character to test the rtm
16 config as necessary

17 happy rtms

This is for Arma 3 ( skeleton needs Camerabone but i never added bacuase i always felt the game uses this from the memory LOD ?)


files are released on the following licenses :
Blender file in relation to my work
http://creativecommons.org/licenses/by-nc-sa/3.0/
You are free:
to Share — to copy, distribute and transmit the work
to Remix — to adapt the work
Under the following conditions:
Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
Noncommercial — You may not use this work for commercial purposes.
Share Alike — If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
With the understanding that:
Waiver — Any of the above conditions can be waived if you get permission from the copyright holder.
Public Domain — Where the work or any of its elements is in the public domain under applicable law, that status is in no way affected by the license.
Other Rights — In no way are any of the following rights affected by the license:
Your fair dealing or fair use rights, or other applicable copyright exceptions and limitations;
The author's moral rights;
Rights other persons may have either in the work itself or in how the work is used, such as publicity or privacy rights.
A3skeleton p3d
=== Arma 3 - Modding License ===
To use any samples or tools provided by Bohemia Interactive to mod Arma 3,
you must agree to the following conditions of use:

1.)Bohemia Interactive grants to you a personal, non-exclusive license
to open and modify the samples and use the tools for the purpose of designing,
developing, testing, and producing non-commercial game content for PC game Arma 3.

2.) You acknowledge and agree that Bohemia Interactive is providing you the samples
and tools free of charge in order to allow you creation of non-commercial game
content for Arma 3 only and you agree to not commercially exploit any game content
you may create using the samples or tools without Bohemia Interactive
prior written permission.

3.) Bohemia Interactive doesn't give you permission to exploit the samples
and models in any other way, especially not to convert them for use in
any other game or engine than Arma 3.

The files EDIT updated wong parent bone for spine
http://www.filedropper.com/dboanimationfiles_2


I would ask that if anyone does use this and complete the task of IK and find a good way to get the Weapon to Hand corolation please update here and Share, after all thats why this game exists at all .

Credits
Sanctuary for years of helping me with Ofpanim and inspiring me to get off that programme finally
Macser who is also on the same path

Kiory, Thromp and Bad Benson for annoying me in Skype about my shit anims



Update

GRFQ_SYSTEM added Ik controls for some bones and added a mesh that is weighted to the skeleton for those that like to see the model tranform when animationg

here is the .blend file.

Link

i wasn't able to lock the shoulder movement, so people need to look if the sholder is twisted and correct in directly on the shoulder bones :

the bones now have custom shapes.

the ik and the custom shapes are made in regards of this tutorial:
http://www.blenderguru.com/videos/introduction-to-rigging/

edit: Auto IK refers to the pelvis, wich makes it hard to move the whole model upwards, resulting in a painful looking salto.
it is currently enabled since it helps moving the arms, but to move the whole character it should be disabled.

This post was edited by deanosbeano (2013-12-13 17:03, ago)

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#2 Posted at 2013-11-09 21:09        
     
Thanks a lot for posting the release here and for the additional info you sent me over PM :-)
News is up on the frontpage and you can find our mirror here:




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#3 Posted at 2013-11-09 21:53        
     
Thanks as always FOxHound much appreciated , hopefully some blender experts will arrive to further the method and take it to where it will be a very nice addition to addonmaking .

Iam sure all these LIFE mods will love it for making new animations easier .

Cheers

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#4 Posted at 2013-11-24 08:32        
     
HI! deanosbeano. This totirial is Genius work! it's very easy to make a animation for arma. I have a question. I get a bvh mocap file, i import blender but the bones name are not the same as your file. How can i edit a new existing file and rig in blender? THX!! I looking forward your reply!


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#5 Posted at 2013-11-24 18:08        
     
look for a programme called BVhacker it allows rename of bones etc thats best to start there
but then you can also import to Blender your file and rename bones of course , but eventually they must be at same pos and names for work on the model of BIS

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#6 Posted at 2013-12-12 19:28        
     
Hi

i am currently adding IK and control Bones to the rig, but for some reason the exported .bvh created a parse error when trying to import it into Oxygen.

i thought it could be because of the control bones, but then i tried to export your unaltered rig and i have the same error.

i am currently using Blender 2.69, and i am following your steps.

Sincerely,
SYSTEM


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#7 Posted at 2013-12-12 20:24        
     
hmm
did you check the only export root bones on export ?
open the bvh in text editor and look root bone is still pelvis and there is not something out of scale maybe

if ya have problem upload and pm me file i take a look

edit a also rememebr an error earlier on which was

line 5 is Channels 0 I opened in text editor and i deleted this line and the error which i recall as
:erro interger on line 5

i think its something in the file i didnt discover what but it never happened with the file i uploaded.
maybe its how the keyframe is set in 1st instance "wholebody",location or x rotaion etc etc.

the line at 5 should be if correct

CHANNELS 6 Xposition Yposition Zposition Xrotation Yrotation Zrotation
hope it help

This post was edited by deanosbeano (2013-12-12 20:53, ago)

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#8 Posted at 2013-12-12 20:50        
     
for some reason, he made pelvis a joint, the new root is an inexistent bone named "___0"

here is my file, i can't find where i messed up

[edit: removed dead link]


i managed to import it by manipulating the channels
it seems that some of the control bones get recognized as a new root without a name
ill look into it.

final edit:

ok it was a combination of the knee poles and the foot ik control bones
they weren't connected to anything (can't be) and resulted in that error.
i deleted them completely.

it works now.

i will look if i can get the hand IK working a bit smoother and then create some custom shapes, after that i will upload, perhaps we can integrate it into your Frontpage entry when it works all out.

MfG
SYSTEM

This post was edited by GQRF_SYSTEM (2013-12-13 02:18, ago)


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#9 Posted at 2013-12-12 21:18        
     
Sounds great and thanks for contributing ,
I am sure Foxhound will update the download and add you to the credits when you have something .
use this post as permission from me if im not around :)
Ps did you use auto ik ? This will probably add another root , ill check if I did same on my original file , if I did its a mistake also

This post was edited by deanosbeano (2013-12-12 22:25, ago)

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#10 Posted at 2013-12-13 01:19        
     
auto ik didn't add another root, it was really a set of bones i added as controlbones.

i can't get my animationconfig to work, but i can upload by Blendfile, it is able to export, and O2 is able to import.
when i apply the rtm in O2, everything looks good.

here is the .blend file.

Link

i wasn't able to lock the shoulder movement, so people need to look if the sholder is twisted and correct in directly on the shoulder bones.

the bones now have custom shapes.

the ik and the custom shapes are made in regards of this tutorial:
http://www.blenderguru.com/videos/introduction-to-rigging/

edit: Auto IK refers to the pelvis, wich makes it hard to move the whole model upwards, resulting in a painful looking salto.
it is currently enabled since it helps moving the arms, but to move the whole character it should be disabled.

This post was edited by GQRF_SYSTEM (2013-12-13 02:16, ago)


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#11 Posted at 2014-02-02 08:28        
     
How about VIDEO toturial?


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#12 Posted at 2014-03-15 01:02        
     
hi guys and thanks so much for your contributions! finding info on animating from mocap to blender to arma 3 has been ridiculously difficult... once I get a working animation I plan to make a tutorial as this has been a bit tedious!

that being said, here's the conundrum I'm facing. take my mocap data into blender as BVH. Copy rotations onto the armature and bake the animation to it. all that is fine and well and get the animation to play in blender, looks fantastic.

import into O2 and it twists the thigh bones and arm bones (giving the skeleton the look of someone with impressive, if not disturbing quads) what I'm not sure of is if this is something I screwed up in Blender or if this is on the O2 side. Although I'm definitely leaning toward blender.

I received some excellent tutorial help from a blender whiz by the name of Eflim off the blenderartistcommunity forums, and while he was showing me he deleted the world root empties, would this in particular be a cause of the problem?

second problem occurs when attempting to play the animation through the editor. it breaks on the second frame and holds it like a pose, failing to continue with the animation :( not sure if this is a seperate problem or one caused by my initial error.


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#13 Posted at 2014-03-16 21:12        
     
Hi
.BVH is simple text file maybe you can show it here and i look . or post it on pastebin.com
Root should be Pelvis or Hips depending what you use for the skeleton in blender. anyway you should now use Blendertools by Alwarren it exports ok the rtm directly :)
Twisting is usally caused by not ticking the box root transorm only or , the Scales and positions are not applied in the skeleton or model in blender .

press skeleton in object mode select all press Ctrl A and apply location ,rotaion and scale , it should not move the model if it does something is wrong here .

but i think its because you not tick the box . also open bvh in editor and look the root bone and change if necessary to what it should be.

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994

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#14 Posted at 2014-03-16 22:46        
     
Thanks for the response! I was worried this thread was forgotten :P

here's the Breakdown I've been posting on the Blender artists community, if I can help someone else avoid the week and a half headache this has given me I will feel I have done my duty

http://blenderartists.org/forum/showthread.php?330060-BVH-retargeting-to-Skeleton-with-more-bones-than-original-animation

I'm all t happy to dropbox you the raw file, if you wish to take a crack at it. it's entirely possible I mussed something earlier in the workflow, I just can't pinpoint what it is https://www.dropbox.com/s/ix2x2j8lwoqxc9r/Arma3_skeleton_test4_export2.bvh



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#15 Posted at 2014-03-17 17:36        
     
Looking at the bvh i would say the problem is the joints for some reason are twisted in the skeleton they need to be set to 0 in the skeleton bone itself in first frame .
i mentioned before this in blender is Alt R for rotation . G for location and S for scale . other wise the anim seems to be fine , icant import this to any 3d programme , but if i get cghance i will try BVH hacker

http://forums.bistudio.com/showthread.php?40226-ECL's-record-breaking-attempt-players-on-one-serve&p=619994&viewfull=1#post619994