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Carrara F.A.Q (Last Updated: 2025 Feb 13 6:48 pm)

 

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Subject: BVH Carnegie for DAZ Carrara Tutorial


SciFiFunk ( ) posted Wed, 20 February 2013 at 6:25 AM · edited Tue, 25 February 2025 at 5:23 AM

Attached Link: http://www.youtube.com/watch?v=xOQI6Zqgn7g

How to effectively use the BVH mocap data from the Carnegie collection, with Poser Figures (DAZ, Carrara). For more info and tutorials like facebook.com/scififunk.

Here I will show you how to cut down the large BVH files from the carnegie collection into fractions of their original size using BVH Hacker, and how to prep them for low poly (daz based) figures which I created in a seperate tutorial
here - http://www.youtube.com/watch?v=cG55S3Lir4Q

In part 1 we concentrate on reducing the BVH file size.

Part 2 out tomorrow (I'll update the thread).


stardust ( ) posted Wed, 20 February 2013 at 10:11 AM

Excellent tutorial - thanks for sharing! Looking forward to Part 2 and your Music Video! 




SciFiFunk ( ) posted Wed, 20 February 2013 at 12:07 PM

Thanks 3Dlust.

I made a trial scene today with rough versions of 20+ of these BVH walk loops. It renders the full scene (33 characters, + urban future 4 + 4 spot lights)  in just 15 secs a frame! Wow. (Using a single i7 machine).

I'll explain more as the project progresses.


SciFiFunk ( ) posted Thu, 21 February 2013 at 4:04 AM

Attached Link: http://www.youtube.com/watch?v=D-YePspTd0E

Part 2.

How to effectively use the BVH mocap data from the Carnegie collection, with Poser Figures (DAZ, Carrara). For more info and tutorials like http://www.facebook.com/scififunk.

In part 2 we tidy up the BVH file. I look at frame rates and how low a rate you can get away with (again assuming you want to have lots of animated people in your scene).

I save out and show you a fantastic (unbelievable) saving in filesize.

The good news is we don't stop there! Yes thanks to an additional saving within Carrara and the Carrara compression the final file size of the animation is completely minimal.

I take you through the basic process of creating an aniblock from within DAZ, exporting it and applying it to a low poly rigged character.

To see how to create such a low poly figure please see a pevious tutorial series here. http://www.youtube.com/watch?v=cG55S3Lir4Q

Part 3 (final part) out tomorrow, where I talk about how to loop a not very loopable walk.


SciFiFunk ( ) posted Fri, 22 February 2013 at 2:35 AM

Attached Link: http://www.youtube.com/watch?v=t6gzIcR4BTE

In part 3 I concentrate on how to create walk loops to the length you need (not the length of the original BVH file). How to create a respectable walk loop.

It's pretty easy once you've practiced a bit. The technique uses DAZ to create an aniblock, and edit out the start and end so that a loopable middle is left.

The technique for finding the most loopable part of the BVH import starts with finding the first frame where the actor places his left foot on the ground.

For some reason the best loops can be found with this method. Perhaps the Carnegie actor(s) were left handed or something? Anyway that foot placement is usually at the same pace as the bulk of the loop which means you'll avoid speeding up and slowing down in the loop.

The rest of the video shows how to cut the end just right.


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