hi there everyone this is dj from garagefrom.net academy and
together with vincent we'll show you in this tutorial how to make
automatic motion capture with deep motion so let's run straight into blender
but first let's check out deep motion this is an oly service you can register and sign in
for a free trial just prepare a video and upload there into the animate 3d cloud select the file
and upload your video now there's a few options that you can set here i'll use the default ones
and click create animations as simple as that the animation will be created automatically with a ai
algorithm and there you go you can see the dummy character moves just the way you did it does a
pretty good job unless you pick up a character that's very different from you so you can create
some artifacts like the mesh passing through itself but generally it's doing an okay job in
creating at least the basic motions there are a few tips to create your video to get
the best result out of this algorithm and there's a limit to the size of the video that you upload
so here i uploaded a version with a bit of a better capturing of myself and as you can
see it runs pretty smoothly now after it's done i can just click download animations and i'll
choose the adult mail which in fact i am and i'll pick the bvh file which seemed to work best for me
to import to blender import the pvh to blender place it in my scene just scale it appropriately
and there we have a dancing skeleton now let's go and
link that ready armature to a pre-made character that i'll download from the blender cloud i could
use this sheet but it's a bit different for me so i'll just go with vincent it's a detailed rig
character so i just got rid of the whole rig and simplified the mesh just to make things simpler
i just left the eyeballs on separate meshes so let's adjust the scale of the armature to fit our
character and let's place it near our vincent but you can see the pose is pretty much different so
let's make sure in the pose mode that the armature is set to rest position which is the t pose
and now let's place the armature and scale it accordingly to fit with our mesh now i'll go
to edit mode and just move the key joints and make them fit the places where they should be
just take your time and make it as accurate as possible because it will affect the the overall
quality of your animation in the end but just make sure you check all the three dimensions of it so
go to front view side view and top view and make sure the armature fits the mesh perfectly
once it's done we can make sure that the armature is visible all the time so in the viewport display
i'll click in front that's a cool trick that can make things easier for you another key part let's
bind the mesh with the armature and to do that you need to select the mesh first and then shift
select the armature as well and press ctrl p and select armature deform with automatic weights what
it does it gives the mesh the armature modifier oh here's an old one let's get rid of it and
it binds with vertex groups so let's check the mesh options here and vertex groups you
can see there are a lot of groups there for each bone of the armature now if you select
the armature and go to the post position you can see that the animations applied to
the armature are also applied to the mesh oh you can see just the eyeballs are left over because
they were separate meshes so let's repeat this whole process to the eyeballs as well
just picking the eyeball and the armature and parenting it with automatic ways and the eyeballs
follow the armature as well if you take a look at the mesh in the weight painting mode just select
some vertex groups you can see that the weights are there already automatically assigned so if
anything goes wrong with the automatic weights you can always go to the weight painting mode and just
correct things but that's a topic for a whole new video the animation is pretty much ready i'll just
place it in some environment and light it and use a render beamer plugin to use garagefarm.net cloud
rendering service to render the whole animation in cycles the render beamer uploaded and i'll just
make sure to run some test frames first just to make sure they render correctly
so i'll do that with a step just render every 50th frame and i'll go with a gpu because
cycles is just faster with gpu once the frames are rendered they automatically download to the drive
and i can check they look fine so i can run the full job and here's how it looks like in the end
pretty dope and that was really quick and easy so now go on and make your own animations
even if you're no animator at all this is a real helper and it will jumpstart you with
your character animation process so if you liked the video make sure to like share and subscribe
keep on rendering and see you in the next videos of garage from the tech academy
papa