Closed BradWBeer closed 4 years ago
I have no idea what the best choice for FPS is, but I don't think the choice should be based on someones personal use-case.
True however most game engines and modern video formats sync at 30 or 60 fps. 24 fps is commonly reserved for film itself and even then if released for NTSC it's frame rate is increased to 29.97, PAL is 25 fps. 2k and 4k is 24 fps, to keep in line with digital film standards. It's hard to really tell what this addon will be used for.
So animations might have to be labeled as GAME or FILM fps or something. So that maybe people can choose which fps animation for use case scenarios. Or something similar.
Would 120 fps make sense? It is both dividable by 24 and 30.
Also, with VR and such coming up, having a higher frame rate might be nice. Furthermore, there is a great interest in this add-on (and MakeHuman) from researchers in the field of Human-Agent Interaction (HAI) and similar. In these types of research experiments, user often embody an avatar (in VR). Therefore, both smooth motion and body tracking is needed. From Wikipedia: "[full body spandex/lycra suit] can capture large numbers of markers at frame rates usually around 120 to 160 fps" and "[Time modulated active marker] motion capture systems are typically $20,000 for an eight camera, 12 megapixel spatial resolution 120 hertz system with one actor.". Furthermore, a quite common suit for motion tracking is the Perception Neuron, which tracks at 120 fps with <18 sensors active.
You would need 600 fps if you want it dividable by 24, 25 and 30.
Here's a video showing what happened when I tried to animate the hands using the gestures that come with MB-Lab v1.70.
Please advise as how to avoid these problems in the future.
Thank you.
Yikes. Honestly I have no idea.
Regarding animation, have you guys used mixamo (now Adobe)? You can download a tone of animation from there. Would there be a problem with taking these animations and integrating them with MB-Lab?
Regarding animation, have you guys used mixamo (now Adobe)? You can download a tone of animation from there. Would there be a problem with taking these animations and integrating them with MB-Lab?
I don't think there would be any problems as long as the license allows it (the FAQ says "You can use both characters and animations royalty free for personal, commercial, and non-profit projects," so I assume it should be fine.)
TBH, it would be more useful to make going from MB-Lab to Mixamo easier until we develop more animation tools. The animations have more customization while within Mixamo.
Fair enough.
The Mixamo skeleton uses a straight leg , straight arm , straight fingers T pose. The MBlabs skeleton ( without ik or muscles ) uses a feet together, straightish arm , hands and fingers angled slightly down T pose.
MBlab scale issues , slight T pose variances and differences in bone names prevent me from using the MBlab animation retarget feature with Mixamo ( import FBX animation then export from Blender as BVH ).
Oh how I have tried to adjust the T pose to match Mixamo - differences in the finger bones vs where they appear in the mesh have made it frustrating to say the least.
I wonder if editing scripts\addons\MB-Lab-master\data\retarget_knowledge.json would help with matching Mixamo bones names ? ie there is no conversion currently for shoulder to clavicle or rightupleg to thigh.
As it turns out , using the Unreal engine animation retargeting feature I can retarget all the Mixamo animations by correcting the MBlab T pose to match Mixamo first and use them all without 'crazyfingers'.
Should be looked at as a "feature" for 1.7.5, a small library of animations in BVH format. We can animate, after Finalization, and then export this animation to BVH. I have tested this, at least in older versions of Blender and MB-Lab, and works perfect.
Added a couple of animations, they are originally from Mixamo.... but they look a little rough, it's the basic idea I guess...
In my personal opinion the animations should be designed in the way that it is possible to apply any frame rate. I think if it would be possible to extract key poses from animation and let Blender compute transition instead of defining each frame as key frame. In such way we can:
As second proposal, I suggest to apply animations with respect to the frame rate set for the scene in Blender in order to end up with consistent results.
Let me know what do you think of the proposals. I can work on them.
My take on this is that we're in something of a wait-and-see-what-happens with Blender Animation 2020 situation, as the Blender Developers are planning to vastly re-work how animation works in Blender: https://blenderartists.org/t/the-new-animation-system-2020-character-animation-system/1146794
I haven't touched this for some time. I honestly think the animation engine is a bit rough altogether, however it is a nice feature.
I was about to say that BVH files don't store FPS info but they do
Interesting ideas
I could be mistaken, but can't you scale animations by scaling the animation strips? I know at one point it was, but I haven't done any animations in a long time.
On Sat, Oct 26, 2019, 4:20 PM animate1978 notifications@github.com wrote:
I haven't touched this for some time. I honestly think the animation engine is a bit rough altogether, however it is a nice feature.
I was about to say that BVH files don't store FPS info but they do
Interesting ideas
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Much like poses, I would like to contribute default animations. Basics include walking, jogging, running, idle, strafe, backwards, etc.
Because I am using Unreal Engine, I recommend 30 or 60 FPS and not 24. It makes the math difficult and the keyframes don't line up with the actual frames.