Use the motion imported from Easymocap into Makehuman Model
Software used
- Blender (Free) https://www.blender.org/download/
- Python Miniconda(Free) https://docs.conda.io/en/latest/miniconda.html
- Easymocap(Free) https://github.com/zju3dv/EasyMocap
- Makehuman (Free) http://www.makehumancommunity.org/content/downloads.html
Addon for Blender used:
- Rokoko Studio (Free) https://github.com/Rokoko/rokoko-studio-live-blender
- Mocap Import (Free) https://gumroad.com/l/mocap_import
Instructions how to install Easymocap and use it
Playlist: https://youtube.com/playlist?list=PLYzax7LPWaADMqDjc9rnAOC3tsd35zZGL
Steps not in the video:
- get smplx model to use with mocap_import : https://www.youtube.com/watch?v=-vvSjAyiK_g
- instruction to change on easymocap to have finger movement: https://github.com/zju3dv/EasyMocap/issues/25#issuecomment-842266080
For patreons, links with files and better explanation: https://www.patreon.com/posts/51596911
- import using mocap_import: https://www.youtube.com/watch?v=tYkKdxJj0ds
Steps on the video:
The video starts with the animation already loaded (thats after the step done in the video https://www.youtube.com/watch?v=tYkKdxJj0ds)
1- Choose the bone model and export from Makehuman
2- Import the FBX from MakeHuman
3- Import the BVH exported in step 1.
If you have problem importing to have the correct orientation, try changing the4 Trnsform Foward and Up. In the video, what worked was Foward = Y, Up = Z
4- Put Both armatures in edit mode.
5- Put the arms hand, legs and feets from the source armature on the same place that the makehuman armature is.(i used snpt to vertex to help on that, enabling using CTRL while moving the bones.)
6- Back in object mode, open Rokoko addon on the retargeting option and select source and target armatures
7- Rebuild Bone list
8- create your mapping for the bones between bvh and Makehuman bones, or download from our patreon (available for our Patreons in https://www.patreon.com/posts/51883634)
9- Click ReTarget animation.
10- You can see that the animation went away. we can fix this getting the Pelvis bone and placiong next the root bone, ans craeting a key on the first frame. (on this example it works because the pelvis bones just have rotation keys)
11- Rotate and place the root bone in the place desired, in this case it was placed ion the origin of the scene. Create a key for Location and rotation on the first frame and delete the others (in this case there was only another frame on the and of the animation.
14- Appreciate the result :)