Daz3D Poser 3dsMax BVH Motions or any other software that accepts the formatseeders: 9
leechers: 1
Daz3D Poser 3dsMax BVH Motions or any other software that accepts the format (Size: 697.8 MB)
DescriptionExample of the content. COMBAT New File Name Move Description MECombat001A close attack vs close attack MECombat001B close attack vs close attack MECombat002A aggressive attack vs aggressive attack MECombat002B aggressive attack vs aggressive attack MECombat003A counter attack 1vs counter attack 1 MECombat003B counter attack 1vs counter attack 1 MECombat004A careful defense vs careful defense MECombat004B careful defense vs careful defense MECombat005A careful attack vs careful attack MECombat005B careful attack vs careful attack MECombat006A careful defense vs close attack MECombat006B careful defense vs close attack MECombat007A careful attack vs aggressive attack MECombat007B careful attack vs aggressive attack MECombat008A shorter aggressive attack vs close attack 1 MECombat008B shorter aggressive attack vs close attack 1 MECombat009A shorter aggressive attack vs close attack 2 MECombat009B shorter aggressive attack vs close attack 2 MECombat010A shorter counter attack 2 vs close attack MECombat010B shorter counter attack 2 vs close attack MECombat011A shorter windmill vs counter attack 1 MECombat011B shorter windmill vs counter attack 1 MECombat012A shorter close attack vs close attack MECombat012B shorter close attack vs close attack MECombat013A shorter aggressive attack vs aggressive attack MECombat013B shorter aggressive attack vs aggressive attack MECombat014A shorter counter attack 1 vs counter attack 1 MECombat014B shorter counter attack 1 vs counter attack 1 MECombat015A shorter careful defense vs careful defense MECombat015B shorter careful defense vs careful defense MECombat016A shorter careful attack vs careful attack MECombat016B shorter careful attack vs careful attack MECombat017A shorter careful defense vs close attack MECombat017B shorter careful defense vs close attack MECombat018A shorter careful attack vs aggressive attack MECombat018B shorter careful attack vs aggressive attack MECombat019A shorter windmill vs counter attack 1 MECombat019B shorter windmill vs counter attack 1 MECombat020A shorter close attack vs close attack MECombat020B shorter close attack vs close attack MECombat021A shorter aggressivee attack vs aggressive attack MECombat021B shorter aggressivee attack vs aggressive attack MECombat022A shorter counter attack 1 vs counter attack 1 MECombat022B shorter counter attack 1 vs counter attack 1 MECombat023A shorter careful defense vs careful defense MECombat023B shorter careful defense vs careful defense MECombat024A shorter careful attack vs careful attack MECombat024B shorter careful attack vs careful attack MECombat025A shorter careful defense vs close attack MECombat025B shorter careful defense vs close attack MECombat026A shorter careful attack vs aggressive attack MECombat026B shorter careful attack vs aggressive attack MECombat027A shorter windmill vs counter attack 1 MECombat027B shorter windmill vs counter attack 1 MECombat028A shorter close attack vs close attack MECombat028B shorter close attack vs close attack MECombat029A shorter aggressive attack vs aggressive attack MECombat029B shorter aggressive attack vs aggressive attack MECombat030A shorter counter attack 1 vs counter attack 1 MECombat030B shorter counter attack 1 vs counter attack 1 MECombat031A careful defense vs careful defense MECombat031B careful defense vs careful defense MECombat032A careful attack vs careful attack MECombat032B careful attack vs careful attack MECombat033A careful defense vs close attack MECombat033B careful defense vs close attack MECombat034A careful attack vs aggressive attack MECombat034B careful attack vs aggressive attack MECombat035A windmill vs counter attack 1 MECombat035B windmill vs counter attack 1 MECombat036A close attack vs close attack MECombat036B close attack vs close attack MECombat037A aggresive attack vs aggresive attack MECombat037B aggresive attack vs aggresive attack MECombat038A shorter counter attack 1 vs counter attack 1 MECombat038B shorter counter attack 1 vs counter attack 1 MECombat039A careful defense vs careful defense MECombat039B careful defense vs careful defense MECombat040A careful attack vs careful attack MECombat040B careful attack vs careful attack MECombat041A shorter careful defense vs close attack MECombat041B shorter careful defense vs close attack MECombat042A shorter careful attack vs aggressive attack MECombat042B shorter careful attack vs aggressive attack MECombat043A shorter windmill vs counter attack 1 MECombat043B shorter windmill vs counter attack 1 MECombat044A shorter careful attack vs careful defense MECombat044B shorter careful attack vs careful defense MECombat045A shorter counter attack 1 vs close attack MECombat045B shorter counter attack 1 vs close attack MECombat046A shorter careful attack vs close attack MECombat046B shorter careful attack vs close attack MECombat047A shorter windmill vs close attack MECombat047B shorter windmill vs close attack MECombat048A shorter counter attack 1 vs aggressive attack MECombat048B shorter counter attack 1 vs aggressive attack MECombat049A shorter careful attack vs careful defense MECombat049B shorter careful attack vs careful defense MECombat050A shorter counter attack 2 vs counter attack 1 MECombat050B shorter counter attack 2 vs counter attack 1 Another example. The motions is this directory were performed and choreographed by KIM WEILD and recorded at Futurelight/Santa Monica Studios, CA. ----------------------- About FutureLight ----------------------- Housed in Santa Monica, CA, FutureLight Research and Development offers the latest advancements in Motion Capture technology. This real-time optical system has become a new and effective way to animate characters for film, TV and interactive CD Rom projects. The real-time preview, which shows the virtual character responding to the motion actor's movements, instantly allows directors more interaction with their talent and control over the character's motions. One advantage of the system is its ability to record and play back not just one, but the simultaneous movements of two actors without delay. Another advantage is the elimination of the time consuming tracking process common to other optical motion capture systems. For more information see: www.smstudios.com/fl or send an e-mail to: mcap@visionart.com. Below are descriptions of how the names of the files are encoded, as well as a simple description, when necessary, of what is in each directory. Note: The walks and runs were recorded on a treadmill and then the forward motion was added from the treadmill speed. Slight fluctuations in forward speed may be observed as a "jiggle" in the feet...but these may be easily removed by Biped 2.0 with horizontal key reduction and footstep extraction. Futhermore, a biped calibration file "runwalk.cal" improves the overall appearance of the treadmill data by adjusting the posture of the head, knees, feet, and spine so that they are better centered. This data also looks better if the "auto" function is used for knee and elbow orientations. These settings may be loaded from an included mocap parameter file, "runwalk.moc", from the mocap import dialogue box. It includes a reference to use the "runwalk.cal" file mentioned in the previous paragraph. (A known bug in the loading of mocap files with the use of calbration files is that the entire file is always loaded. So you may wish to view parts of files without the calibration for talent definition pose adjustment.) If you wish to work with a segment of a .bvh file with use of a calibration file, a workaround is to: 1) Read in entire file with use of calibration file 2) Output segment as .bip with one keyframe/frame 3) Then Load .bip through mocap import for key reduction/footstep extraction, etc.- CHARACTER_SITS sw means sit to walk, and ws means walk to sit. - SITS All files named sit*.bvh are walking to sitting. Sometimes the approach to the chair is from the back, front, or sides. Sometimes the legs in the sitting position are crossed. All files named stand*.bvh are sitting to walking. Sometimes the character walks to the back, front, or sides. Sometime the legs in the sitting position are crossed. - WALKS Walks are parameterized according to 5 independent variables, each of which has two possible values: Speed (slow, fast) Stride Length (short, long) Bounce (low, high) Arm Swing (low, high) Pelvic Swing (low, high) The file names use 5 letters to indicate the value of each of these 5 variables, in the order given above. For example: walk22_fshlh.bvh means a walk with: f -> fast speed s -> short stride length h -> high bounce l -> low arm swing h -> high pelvic swing - RUNS Runs are parameterized according to 4 independent variables, each of which has two possible values: Speed (jog, run) Stride Length (short, long) Bounce (low, high) Arm Swing (low, high) The file names use 4 letters to indicate the value of each of these 4 variables, in the order given above. For example: run2_jslh.bvh means a run with: j -> jog speed s -> short stride length l -> low bounce h -> high arm swing- FALLS The data becomes compromised at the point of hitting the ground for most of these, so some editing is needed. And much, much more inside this pack. Sharing Widget |
All Comments