12/30/2023 0 Comments Free MotionSimple to change, these soles make it easy to sew a wide range of free-motion techniques. The BERNINA Stitch Regulator comes with three interchangeable soles. The good news is, once you master one of these techniques, you’ll have the skill to do any or all of them. You select the desired stitch length and the BSR works with the electronics of the machine to consistently deliver it, no matter how expert or inexperienced you are.įree-motion stitching can be used in a variety of applications: stipple quilting, thread painting, bobbin play, and more. It works for me… i’ll upload a blend file at some point, but the blend files do tend to bloat up a bit as BVH files have a lot of keyframes.Are you a free-motion stitcher? Or, is it something you’ve shied away from because of the learning curve? The BERNINA Stitch Regulator (BSR) makes it easy to sew regular and consistent free-motion stitching with little or no experience. (setting an offset is also an option it can help with tweaking the animation)ħ: Make sure to deactivate any IK on the “fallout rig” I actually got this to work with Natural motion:Endorphin, and an armature rig from fallout 3, the movement isnt 100% perfect but its better than my keyframed animation, anyway heres roughly how i did it…ġ: I made a use-able rigged human from the fallout 3 armature, By use-able I mean roughly the right size and shape with twist joints on the forearms.Ģ: I created an action with Endorphin, From other BVH files and physics data (active-ragdoll) these were blended in endorphin, to have my character do “crazy stunts” stuff that would be impossible with motion capture.ģ: I export all the action as a BVH file, Remembering to set Z to UP (endorphin isnt aligned with blender Y is Up)Ĥ: I import the BVH file into blender, And align my premade “fallout rig” character over it, (i usually append groups from one file to another)ĥ: I set the root bone (pelvis) on the fallout rig with a “child of” constraint to the BVH armatures root bone…Ħ: All the other bones “fallout rig” then have a “copy rotation” copying from the BVH armatures counterpart joints. wow just noticed this thread is over 6yrs old… There is a fantastic tool bvhacker … found at this allows you to check out the mocap before you import into blender and also do some tweaking… there was a bit of a discussion about it here Bvhacker lets you insert a T-pose ( i can’t remember what the rest pose of mancandy is) … I wrote a quick and doity script to change rest pose in bvh files here. You can use parts of the mancandy rig here by parenting a head armature to the head bone or hands to the hand bone etc. Now to use any of the mocaps you only need to import the bvh, delete the bvhrig and asscociate the new action to your rig. Carefully resize the bvhrig to match your character in edit mode. I had hell’s own trouble trying to do the former with the ludwig rig so perhaps possibly the easiest is to is have a different rig for mocap. You can also use foot or hand loc rots to position IK targets of your rig… You can set up constraints to copy rotations, you can rename bones in your rig (or the imported bvh rig) to match. Has the carnegie melon motions converted to bvh for a number of there are a number of ways that you can apply them to your rig.
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