Geil / P2Writeup
Project 2 Write-up
Our parser can load in .bvh files with their structure first and then zxy Euler angles in rows. Root nodes have 6 channels, and child bones have 3 ZXY euler angles.
Files that don't follow this, like fightReady2.bvh, jitter out of control when loaded, but do not crash.
We can handle any skeleton configuration that we have tested, but the files that we cant load the angles of will look wrong, because their bones are at weird angles.
We do not handle constraints at the end of the frame section.
There is definitely a bug expressed when we load certain very large files. We intend to start correcting this by improving the robustness of our interpretation of the order of the channels.
(blending and concatenation), describe the variant the you've implemented (how you do alignment, what kinds of transitions, ...)
A list of all of the bonus features that you've implemented.
A list of any outside code that you used (libraries, ...), and any resources you consulted (web pages, etc) for figuring the project out. (I'm curious what's useful)
A description of how to use your program. Describe the basic interface, and how to access the features. In particular, be sure to describe how you specify what blends/concatenations to do.
Picture of the UI:
What each component does:
Transition Window: - Cut Mode - makes this transition a cut transition, i.e. the next motion plays immediately following the current - Blend Mode - makes this transition a blend transition, i.e. the current motion and next motion are blended together for a specified number of frames - Blend Method - the blend method used for the transition. Currently only "Linear" is supported. - Blend Frames - how many frames from each motion to blend together
Blend Window: - Combo Boxes - select the two motions to blend - Blend Method - select the blend method to use. Currently only "Constant" is supported. - Blend Weight - specifies the weight to give to the first motion in a constant blend. For example, 0.25 means 1/4 of motion 1 is taken and 3/4 of motion 2 - Name of new motion - specifies the name to be given to this new motion
To get an actor to the screen, one must load in at least one BVH file and add at least one actor. This is done by clicking "Load BVH File", loading in a file, and then clicking "Add New Actor". To see a motion, either "Draw Current Motion" must be selected or a motion must be added to the actor. To add a motion to the actor, select a motion from the top combo box and an actor from the bottom combo box, and then click "Append Motion" and follow the transition window instructions above.
Screenshots. In particular, if you can show off examples of where blending/concatenation works, that would be particularly good. (its hard to show in a static image).
It's hard to show anything with screenshots so here's a few videos:
Download the project here: http://pages.cs.wisc.edu/~geil/MoCap.rar
Other Groups Impression
Needs to get quaternions working still, but from what I saw it looks ok even without them.
That limb size control looks cool. We have ours #defined, we will need to get it on a slide bar.
That smiley face creeps me out. But your seemed to be able to handle anything that was thrown at it. Very cool.
Very cool and impressive. Oh wait, this is us.
I cant remember if this one was the one that was going slow. Looks cool, but add more ability to speed it up.
If I remember correctly, they had quaternions working and used one of the same references that we did. But their slerp does not get artifacts. Perhaps we should double check that page.