DeepMotionEditing / deep-motion-editing

An end-to-end library for editing and rendering motion of 3D characters with deep learning [SIGGRAPH 2020]
BSD 2-Clause "Simplified" License
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Dose the "T-pose" of a character only depend on the "static offset" of the bvh file? #68

Closed ANYMS-A closed 4 years ago

ANYMS-A commented 4 years ago

Hi Peizhuo,

I'd like know that dose the "T-pose" of a character only depend on the "static offset" of the bvh file?

Since I had 2 characters with different T-pose(I saw the difference in the Blender). And the retargeting results is wierd.

So I might need to re-edit the offset info of the bvh file.

Many thanks

kfiraberman commented 4 years ago

That's correct. The "T-pose" of a character is the static offsets within the bvh file.

ANYMS-A commented 4 years ago

That's correct. The "T-pose" of a character is the static offsets within the bvh file.

Thanks a lot!

ANYMS-A commented 4 years ago

Hi, I'd also like to make sure that is the order of the OFFSET in the bvh file is "X, Z, Y" instead of "X,Y,Z". Because when I change the second number of a joint's OFFSET info, and I found that the difference appears on the "Z" axis in Blender.

PeizhuoLi commented 4 years ago

This is the "problem" of Blender. Blender uses Z axis as "up" direction while bvh uses Y axis. When you import a bvh to Blender, a coordinate conversion will be automatically performed.