Endorphin and Blender
Hi guys!
I’ve not been that active lately because I’m really busy with work, personal stuff and the Blender Conference (oh yeah, I got my talk accepted and I’ll be there presenting it!
). Today I’m gonna talk about Endorphin and how to import BVH data from it in Blender. Browsing the web I noticed that there are not so many useful info about the workflow, actually I found just a couple of posts on blenderartists.org where somebody had problem with BVH data exported from Endorphin, but nothing more..
Well basically I had the same big problem with which I’ve been playing around the whole weekend. If you export the animation from Endorphin as BVH and import it in Blender, you will notice how the animation plays smoothly and everything looks in place. But if you try to check the rest pose of the armature, you will find out that is a weird pose, actually nonsense. This implies that parenting it to a mesh will give you an non-sense output as well, nor vertex painting will work! Don’t be desperate! Actually there is an easy way to go around it
First step: create your simulation in Endorphin, then export it as BVH
Second step: open Blender, import your BVH file as Empties, not as Armature! Now you will have plenty of empties flying around your 3D view when playing the animation. Now there are two things you can do before importing your character: you can either clean up the empties leaving only the very essential ones that will be used in the IK constrains in your armature or you can leave as they are. This would give a better resolution if your armature has a lot of bones. Personally 10-15 empties were enough for me
Third step: import your character! You need to position it as more precise as possible to the empties. This means that joints and empties have to be in the same place otherwise the animation will not be so nice to see
First add two constrains to the armature root, which is usually in the hip. One IK solver and one copy location. Both to the empty which represents the hip in the simulation imported from endorphin. After that for each couple (bone, empty) add just an IK solver to the bone which has as a target the right empty generated from the BVH. Don’t use the tail! And chain length in some parts has to be changed to 1, lower legs and forearms for example, but you need to know something about rigging to do this. I have no time to explain it here right now
Fourth step: tweak and enjoy the final result!
Hope this helped, I’m actually really happy about results I’m getting right now. Oh and I forgot to mention that since all the other contrains, especially IK solvers, were taken in account in the endorphine simulation (for instance knees etc..) you can clear them from the character’s armature.
Here you have the blend file from a quick experiment I made (15 minutes)
Endorphin Blender test
Here it is another experiment I made
Marco