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Moho BVH Import & Animation script tool

Posted: Mon Apr 03, 2017 5:59 am
by SimplSam
I have finally released the BVH Import & Animation script: ss_bvh_bones.lua

This script tool for Moho Pro 12 (and Anime Studio Pro 10/11) allows you to effortlessly import BVH motion capture data; and create editable 2D & 3D skelatal bone animations, which can be combined with existing 2D & 3D elements or further enhanced with Moho's feature-rich range of content and animation tools.

The script is available on GitHub (as a release):
Readme: https://github.com/SimplSam/moho-bvh-bones
Release: https://github.com/SimplSam/moho-bvh-bo ... _bones.zip

Have fun !


https://youtu.be/XebFOTAV8i4

BVH Data & Tools
SPECIAL THANKS to:

Re: Moho BVH Import & Animation script tool

Posted: Mon Apr 03, 2017 6:47 am
by DK
Wow...thanks SimplSam. Can't wait to try it out.

Maybe you should have called it "Mohocap" :)

Cheers
D.K

Re: Moho BVH Import & Animation script tool

Posted: Mon Apr 03, 2017 1:26 pm
by Víctor Paredes
This is amazing. I will take a look with calm once I have the time.
Thank you very much for creating and sharing it!

Re: Moho BVH Import & Animation script tool

Posted: Mon Apr 03, 2017 3:22 pm
by synthsin75
Awesome work, Sam.

Re: Moho BVH Import & Animation script tool

Posted: Mon Apr 03, 2017 3:33 pm
by F.M.
Thank you for sharing!

Re: Moho BVH Import & Animation script tool

Posted: Mon Apr 03, 2017 4:26 pm
by jahnocli
Many thanks for this. I'm wrestling with the difference between 2D, 2.5D and 3D right now! Awesome!

Re: Moho BVH Import & Animation script tool

Posted: Mon Apr 03, 2017 7:24 pm
by judgeworks
this is wonderful. Am trying it out. Does anyone know how I can connect my image layers/artwork to the bvh derived bones in MOHO?

Re: Moho BVH Import & Animation script tool

Posted: Mon Apr 03, 2017 9:11 pm
by Greenlaw
That's pretty cool! Thanks for posting this script.

I have a mocap system at home that I use for visual fx work and for some of my cgi Brudders shorts, but I never thought the system could be useful for 2D cartoons. Will have to think of some ideas to try this with.

Re: Moho BVH Import & Animation script tool

Posted: Mon Apr 03, 2017 9:32 pm
by onurbeiren
It's a great script tools, maybe the moho, have eyes for this powerful script, add in the future. :mrgreen:

Re: Moho BVH Import & Animation script tool

Posted: Tue Apr 04, 2017 12:13 pm
by chucky
SimplSam , that is BRILLIANT, I have bee wanting this for years, here are a couple of old post to prove it, I was making do by tracking video which was very clumsy ( but better that rotoscoping the whole thing).
viewtopic.php?f=13&t=13580&start=15

viewtopic.php?f=3&t=28011&hilit=capture&start=15

viewtopic.php?f=18&t=22377&hilit=bvh.
I would certainly like to have a go with your script.
Two things I am wondering if you are thinking about.

:?: A two stage system , bring in the 3d, rotate the rig to the desired rotation/lens combo...
Then apply the 2d rig to match?

:?: Conform 2d bones to limb lengths of a an existing 2d rig... Does that makes sense? I don't know if I've communicated that well.

Amazing work SimplSam

Re: Moho BVH Import & Animation script tool

Posted: Tue Apr 04, 2017 1:24 pm
by SimplSam
Thanks for the feedback. Hope you all have fun experimenting.

Some answers...
judgeworks wrote:Does anyone know how I can connect my image layers/artwork to the bvh derived bones in MOHO?
- For the 2D Bones, you treat them as you would any Bone rig. Add you artwork as layers inside the Bone layer - and bind as necessary, adding corrections as needed.
- For the 3D Bones, you need to add your artwork inside the 'X' transformation group layer (i.e. alongside/in-place-of one or more 'D' draw layers), adding corrections as needed.
Greenlaw wrote:...I have a mocap system at home ... Will have to think of some ideas to try this with.
It will be good to see what people can come up with. I did acquire a pre-used MS Kinect, but haven't actually tried to mocap yet.
chucky wrote:Two things I am wondering if you are thinking about.
:?: A two stage system , bring in the 3d, rotate the rig to the desired rotation/lens combo...
Then apply the 2d rig to match?
:?: Conform 2d bones to limb lengths of a an existing 2d rig... Does that makes sense?
- It is theoretically possible to have the 2D Bones facing in another orientation. Also possible to remove the 3D Bones all together. But that requires some more play-time and head scratching.
- Matching an existing 2D Rig would be nice, but would need some method of identifying matching/non-matching limbs etc. Equally - there is nothing to stop you changing the lengths of the imported bones (manually) now. They are only set on Frame 0. After that (in all other frames) they only rotate of scale.

Re: Moho BVH Import & Animation script tool

Posted: Wed Apr 05, 2017 4:59 am
by chucky
- It is theoretically possible to have the 2D Bones facing in another orientation. Also possible to remove the 3D Bones all together. But that requires some more play-time and head scratching.
So when the rig is imported, how arbitrary is that?
Obviously one the great advantages of 3d capture is the independence from camera.
TO have to edit the bvh camera angles/edit outside Moho, that would add another step and interfere with a potentially super economic and creative production line.

Hmmm, head scratching indeed.
This script of yours has me really thinking.

Re: Moho BVH Import & Animation script tool

Posted: Wed Apr 05, 2017 6:12 am
by chucky
Hey I noticed that ipi has some sort of JSON based dll thingy ( I don't know about code :oops: ) 'bridge' between programs.
Does that mean it would be possible to take this type of data live to Moho using one or tow kinects and a souped up script?

Re: Moho BVH Import & Animation script tool

Posted: Tue Apr 11, 2017 2:02 am
by dueyftw
Very cool script. Thanks.

Dale