Help Bake retargeted animation for export as bvh/fbx


#1

Hello,
I’ve been testing out different MOCAP solutions, Brekel,Ipisoft and now NI-Mate. I must say the Ni-Mate skeleton accuracy with a Kinect v2 is pretty accurate. it doesn’t freak out as much. I love it.
Im new to the Ni-Mate and Kinect to Blender workflow and I like it already. I followed this tutorial (old) here Delicode NI mate Tutorials: Blender Motion Capture Basics
I’m using Blender 2.79 and all works well until when it gets to baking down the animation. I select my retargeted armatur and select the Bake action operator as he says…btw there are more options but I guess the main one is Clear constraints. I set start and end frames set it to pose and hit BAKE. 20sec its done. there are animation channels but no animation data/keyframes I can manipulate or export as fbx/bvh.
I’d want to clean up the mocap in MOTIONBUILDER 2017 Then apply to a rigged character (rigify)

Can someone please help me iron this out. I’d much appreciate it.


#2

I just did a minimal test in Blender 2.79:

  • I set up an armature of 3 bones
  • I recorded some 100 frames of skeleton data from NI mate 2.14 with Kinect 2
  • After recording, I added a constraint to 3 of the bones to follow the left hand bones
  • I duplicated the armature, selected the duplicated armature
  • Bake Action -> frame range -> remove constraints
  • The duplicate armature still has constraints

It either seems like the way animation baking works has changed, or there’s a bug in Blender with this feature.

You can still export the rig as BVH though, even if it has the constraints included in it.


#3

Hey Jesse
Thanks for responding to this.
In my case, the duplicated armature doesn’t retain the constraints(bake action clear constraints works, and there are keyframes on the timeline where I set start and end frame range) but gets reset to Initial pose.
You mentioned that it’s possible to export the amature out as a bvh even with constraints on. I tried it and imported it in another blend file with copied armature…so similar bone names…blender mocap tools was happy, retargeting was a breeze and it worked. I’m happy too. So now I want to try out using the metarig…but it seems the best way is to create a custom rig.
Thanks so much for pointing this out!! woohooo


#4

now is there a way to assign IDs to the rigs. I’D want to have say two metarigs to interact. i know the software can pickup upto 6 people but how do I separate that data to blender?


#5

Select the multiple user detection from the “User detection” page by clicking “track single user” to toggle it:

Then every OSC message will include a user ID at the end: /Left_Hand_1, /Left_Hand_2, etc