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Load .obj
February 8, 2016
6:17 am
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Ola Ari,

Sorry for asking you this simple doubt, Im starting to learn the SB workflow, my goal is fully understand SB, Im working with "Igors" and I am a film maker and yes, one of interests is 3D Characters with Motion Capture data (.bvh).

My latest work with Motion Capture..

The Troopers

I just tried to import a simple character mesh, using the drag & drop in both Mac/PC SB builds, only one mesh group for start, its a .obj attached in the post, but nothing appears in the viewports or in the SB Left corner hierarchy tree.

OBJ model

Could you explain me step by step what Im doing wrong?

Thanks

Tom

February 8, 2016
11:53 am
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Can you send the texture file as well?

February 9, 2016
5:09 am
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Ola Ari,

I never had this map, created default in Zbrush modeler as a material, 

Just created a new one with the same name, map_Kd BodyUV.bmp

Map

Thanks

Tom

February 9, 2016
10:16 am
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It seems to work for me with the texture. You can see of a video of the process here:

 

http://smartbody.ict.usc.edu/s.....bjtest.mp4

 

The initial drag-and-drop rotates the model, so that needs to be corrected. The default pose of the character faces the opposite direction, so it needs to be rotated 180 degrees around the Y axis before retargeting. Also, the scene cameras aren't set up for that size of a character, so you need to change the far plane distance to fully see the model.

Also, you can get a better rig by using the Autorigger and Reshaper (the autorigging in SmartBody isn't as good).

 

Ari

February 9, 2016
5:06 pm
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Ola Ari!

i will try it! Thanks a lot.

Now I will need to create a new workflow, in my latest music video clip, I uploaded this exactly model mesh in Mixamo.com which have their proprietary auto-rig, then tested some motion capture loops which I exported and used in my 3D software (EIAS - Electric Image Animation System) as .bvh file format.

Now I have a few doubts, sorry if they are too many.

- After I use the SB Auto-Rig in this same mesh, it's possible to load any of my .bvh files done in Mixamo? and what will happen if the hierarchy names from my .bvh doesn't match with SB auto rig hierarchy names?

- the standalone Auto-Rig/Reshaper is better than the one inside the SB app? Do you have plans to include it in SB?

- if I can solve the Auto-Rig in my particular character with my .bvh files, can I load several .bvh loops to generate crowds with several behaviors?

Thanka a lot

Tom

February 11, 2016
12:29 pm
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1) You can use any/most animation files in SmartBody. The key is to use the joint mapping capability; your skeleton has a mapping from it to the standard SmartBody skeletal naming scheme, and likewise your motions need a mapping from their names to the standard SmartBody naming schemes. Once the system knows which joints are which, it can retarget them. 

 

2) The standalone autorigger gives better results than what we've included in SmartBody. I don't currently have plans to include it in SmartBody at the moment; SmartBody's code is exposed, and I don't want to expose the autorigger code at this point.

 

3) Yes, you can look at the manual about animation blends and transitions. It has a scheme that is similar to many other animation frameworks in this regard.

 

Ari

February 11, 2016
3:29 pm
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Ola Ari!

Thanks a lot! I will try everything and create my workflow...

Tom

February 12, 2016
9:38 am
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Ola Ari!

Since I will use Auto-Rig / Reshaper which is only PC, Im running in my Mac, using boot camp (windows 8.1).

Probably I missing a simple step, so, I am feeling stupid right now 🙂

I have SB and Auto Rig apps open, I have a folder with my .OBJ, .Mtl, the texture and dragging only the .OBJ to SB viewport or SB hierarchy tree, both show a "+", which show me it will add it.

As soon I release the mouse button, doesn't appear the "+" in the model hierarchy like in your video tutorial (thanks a lot for it).

Have a way to load the geometry in the menu bar, somehow?

Thanks

Tom

Image 1

Image 2

February 12, 2016
10:11 am
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The .obj is a 3D model, the purpose of the autorigger is to create a skeleton/rig for it. So you need to export the obj to a .dae after the autorig process before that .dae file (and not the .obj file) goes into SmartBody.

Are you saying that your .obj doesn't show up in the autorigger? IF not, can you make sure that the texture files are in the same folder as the .obj file?

Ari

February 12, 2016
2:44 pm
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Ola Ari!

I was dragging the .Obj file directly to SB viewport or the Hierarchy tree area, so, probably that was my prob, SB doesn't read .obj directly.

Let me test.. thanks!

Tom

February 12, 2016
2:50 pm
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It should read the .obj (make sure it is in lowercase not uppercase OBJ)

February 13, 2016
1:07 pm
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Ola Ari!

How silly the problem was!!! Silo3d.com software export upper case! Damn!!

Thanks

Tom

February 13, 2016
7:46 pm
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That's on me; the parser should ignore case; need to put in a fix for that.

Ari

February 14, 2016
3:05 pm
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Ola Ari!

Second problem 🙂

On my mac (OS X 10.11.3), following the first steps, I see everything fine in the SB viewport.

Mac desktop

On my Pc Bootcamp (windows 8.1) (SB default settings), the SB and rigging & retargeting viewports are empty 🙁

PC desktop

suggestions?

Thanks

Tom

February 14, 2016
4:30 pm
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Ola Ari!

Third Problem, a crash.

On my mac (OS X 10.11.3), As soon I enter in the Rigging window, my window comes like this:

Empty UI

If I click in the Auto-rig button, it works, then I try to imagine where is the Behavior set Tab, if I click, it works too, I can see the options.

Auto-Rig works

But After choose the Behavior options and imagine where the button "Apply all" and click, after that, SB crashes.

The workaround to see the entire and correct UI is resize the window, but if I do that, if I click in Auto-rig for example (the first step), SB crash automatically.

SB MAC Crash Repot

So, now I am stuck, Mac is crashing and on PC, the viewport doesn't display my character.

Thanks

Tom

February 15, 2016
4:10 pm
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On the empty viewport, can you see the character if you switch to the software renderer? View->Character->Deformable Mesh

February 18, 2016
4:46 am
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Ola Ari,

no, I cant see it.

by the way, since my Windows 8.1 is in the same Mac machine, both share the same specs, maybe its the video card incompability?

Thanks

Tom

February 23, 2016
2:14 pm
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Are you not seeing the character on Windows or OSX? Or on Windows running in emulation mode in OSX?

February 23, 2016
4:18 pm
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Ola Ari!

I can see in OSX, but in OSX the build crash following your video tutorial steps, side note: if I try to open your Demo samples, the Mac build crash too. 

My windows 8.1 is installed in my Mac too, using Apple Bootcamp.

i can't see the character geometry in the Windows version. It's a new Mac Pro machine using AMD video card.

Any suggestion?

thanks

tom

March 8, 2016
4:05 am
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I suspect it has to do with some incompatibility with the AMD graphics card. When my team has some time, I'll have them take a look at this problem.

 

Ari

March 11, 2016
4:08 am
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Ola Ari!

Thanks a lot, I will be waiting a solution..!

Tom

May 14, 2016
8:50 am
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Ola Ari!

We are still working a lot with SB..

Btw: I found a workaround to make the BodyUV geometry appear in Window OS, if you remove the .mtl file, SB will load correctly!

I was able to do entirely your Video tutorial! Thanks a lot!

Ok, Could you help me and do another video tutorial for me?

Here, using the same BodyUV Character Geometry and a few Motion Captures loops from Mixamo auto-rigged on Mixamo website, Which steps I need to do to to setup in SB a Locomotion behavior with these custom motions?

Mixamo Character & Motions

Thanks

Tom

May 16, 2016
11:57 am
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You'll have to use the single-cycle locomotion from the SmartBody manual, page 127. In addition, you'll need to:

If you already have the zombie autorigged from Mixamo:

 

1) Load it into SmartBody

2) Do a joint mapping from the Mixamo names to the SmartBody names (there is a mixamo-map.py file already).

3) Do the mapping for the idle motions

 

Ari

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