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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Manual Skinning #70

Closed chaserat closed 4 years ago

chaserat commented 4 years ago

When I try to do skinning as supposed, I find the number of "mousey" is different with that in the "result.bvh" in "../retargeting/examples/crosss_tructure". I failed to merge the "result.bvh" with the "mousey" model. In "result.bvh", I found the "LeftUpLeg_virtual" Joint is undefined in the "mousey" model. What's the "*_virtual" Joints supposed in "mousey" model? Are they important?

PeizhuoLi commented 4 years ago

If you are following our instruction for manual skinning, I think the *_virtual joints shouldn't cause any problem. In bvh files, child bones for a specific joint are relative rigid, see here and #46.

chaserat commented 4 years ago

In the way of config the enviro ( blender 2.76), I process the "mousey" model with the generated "result.bvh" in "../retargeting/examples/crosss_tructure". The result comes out strange like this: image

as the error in terminal is: “Object” object has no attribute "hide_viewport". what detail did I missed? Do you have any Idea?

PeizhuoLi commented 4 years ago

It looks like the skeleton in rest pose is not aligned with mesh to me. Also it could be a problem caused by blender version. We've only tested on blender >= 2.8.

chaserat commented 4 years ago

Thank you! The blender version is the right solution. In the motion, the arms of "mousey" run into the head area. Does the origin bvh show the same phenomenon in the origin model?