Free Lamb dance motion BVH and Facial Motion to download[v3]

butaixianranbutaixianran Posts: 161
edited February 2022 in Art Studio

Update:

New solution:

Import mmd's vmd motion onto Daz Character in blender, without a mmd model:

https://blenderartists.org/t/addon-retarget-mmds-vmd-motion-to-daz-or-cc3/1361902

 

--------------------------
Update Log:
2014-03-21
* A whole new way converting MMD dance motion into BVH for DS Genesis, with hands motion, almost perfect now!
* Converted mmd Facial motion into DS data file (.duf)
* Fixed distance problem of camera motion
--------------------------

I have free motion data for character and camera, just like the following dance video:
http://www.youtube.com/watch?v=bvPlLpH15Uw

These motion data and music are offering by their authors for free.

So I converted them into DAZ Motion data ^_^

Dance Motion-> BVH for Genesis! (with hands motion, nearly perfect ! )
Camera Motion -> DAZ script (.dsa)
And Facial Motion -> DAZ Pose Preset (.duf)

Which you can download them here:
http://www.mediafire.com/download/rqc4qky8rstx7gk/Lamb_v3.zip

The music (Karaoke version) are offering by author from here:
http://ux.getuploader.com/COLOR/

The music author are offing this song from here:
http://www.nicovideo.jp/watch/sm22012252

Notice: it's a 4 minutes dance animation, so it gets 7390 frames.

Try changing your light type and setting to save rendering time!

Some DS video show cases from MMD:
http://www.daz3d.com/forums/discussion/52432/

---------------
How to use:
1. Before loading BVH, you need to select all the nodes(bones) under Genesis, and turn the rotation limits off ! Then load.

2. Drag the .dsa script (camera motion) into DAZ Studio View, will create a camera with camera motion.

3. Select your genesis actor, then drag the .duf file (Facial Motion) into DAZ Studio, will get facial motion.)

4. You can use mcjLagEffect to animate your character's hair and dress easily:
https://sites.google.com/site/mcasualsdazscripts/mcjlageffect

I wish you can have a faster rendering than I do.

-------------
Data source:
Dance motion: http://www.youtube.com/watch?v=4trnvTHd5hA
Camera motion: http://www.youtube.com/watch?v=bvPlLpH15Uw
Song by: http://www.nicovideo.jp/watch/sm22012252

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Post edited by butaixianran on
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Comments

  • bighbigh Posts: 8,147
    edited December 1969

    render time would depend on lighting .
    did you try different types ?

  • butaixianranbutaixianran Posts: 161
    edited December 1969

    bigh said:
    render time would depend on lighting .
    did you try different types ?

    Thanks for your reply, as you say so, I do some search and find out change distant light to spot light really could save some render time.
    Thanks

  • TjebTjeb Posts: 507
    edited December 1969

    Thank you so much for the .bvh. I don't understand how to use the camera script though.
    I liked the YouTube video in your first link. I'm curious what rendersoftware they used.

    What character are you going to use?

    MikuMiku.gif
    360 x 360 - 1M
  • butaixianranbutaixianran Posts: 161
    edited March 2014

    tjeb said:
    Thank you so much for the .bvh. I don't understand how to use the camera script though.
    I liked the YouTube video in your first link. I'm curious what rendersoftware they used.

    What character are you going to use?

    Hi, Just drag the daz script into your scene, it will create a new camera with motion data on timeline.

    They are using a small animation tool named as "MikuMikuDance"(aka: mmd) with its own render engine, which is actually very hard to use, also with very bad post effect system, and most resources are in Janpanese.

    But, it's a real time render with physics engine and all the resources are offering for free by their authors.

    Post edited by butaixianran on
  • TjebTjeb Posts: 507
    edited December 1969

    I did that with the camera, but it was a bit jerky, I thought maybe I have to decrease the frames/second of the camera as well?

    I have MMD, V7.39. I didn't use it much, but it renders more Toon-like than what I saw in the YouTube video.

    MMD.jpg
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  • JaderailJaderail Posts: 0
    edited December 1969

    The real issue is that DAZ Studio was never BUILT to be an Animation program. It was designed to be a RENDER STUDIO as the name implies. The Animation that is now built in was added to the original to keep up better with what users wanted. To this day DAZ Studio is still more a render studio, but we have been told future versions will have a stronger focus on animation and animation tools and needs. I'm hoping to see that trend in DS5.0 when we get there.

  • butaixianranbutaixianran Posts: 161
    edited March 2014

    tjeb said:
    I did that with the camera, but it was a bit jerky, I thought maybe I have to decrease the frames/second of the camera as well?

    I have MMD, V7.39. I didn't use it much, but it renders more Toon-like than what I saw in the YouTube video.

    Hi, First, you need turn the figure's rotation Y to 180 degree after import bvh.

    Then, a big problem with that camera motion is:
    As you can see, that youtube video is using a very short girl model, who may only be 1.5m tall. And I think genesis should at least 1.7m.

    So, a quick fix is:
    Before importing, just open the .dsa script file with text, then search for: "var mmm_to_ds_rate = 8.5;", change the number "8.5" to "9.0" will be better.

    Then,if you still think it's too jerky, you may need to handle it manually.

    As you asked, that youtube video is using some shadow effects to make the model more like plastic. (which is the only skin shader style in mmd).

    I think it's also a wise decision that not using mmd too much, unless you are using it in this way:
    Load model,
    load scene,
    load shader effects,
    load dance motion,
    load camera motion,
    load music,
    do nothing more, rendering, done.

    Post edited by butaixianran on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,223
    edited March 2014

    tjeb said:
    Thank you so much for the .bvh. I don't understand how to use the camera script though.
    I liked the YouTube video in your first link. I'm curious what rendersoftware they used.

    What character are you going to use?


    was done in either MikuMikuDance or LiveAnimation I would say
    I have both and you can import Daz props as X files (directx, carrara and Blender will do)
    I never use it though as they have odd licensing restrictions on their figures
    Post edited by WendyLuvsCatz on
  • butaixianranbutaixianran Posts: 161
    edited December 1969

    Jaderail said:
    The real issue is that DAZ Studio was never BUILT to be an Animation program. It was designed to be a RENDER STUDIO as the name implies. The Animation that is now built in was added to the original to keep up better with what users wanted. To this day DAZ Studio is still more a render studio, but we have been told future versions will have a stronger focus on animation and animation tools and needs. I'm hoping to see that trend in DS5.0 when we get there.

    That's a great news. this is really a video era, people don't like to see pictures any more, they just want video.

  • bighbigh Posts: 8,147
    edited December 1969

    Jaderail said:
    The real issue is that DAZ Studio was never BUILT to be an Animation program. It was designed to be a RENDER STUDIO as the name implies. The Animation that is now built in was added to the original to keep up better with what users wanted. To this day DAZ Studio is still more a render studio, but we have been told future versions will have a stronger focus on animation and animation tools and needs. I'm hoping to see that trend in DS5.0 when we get there.

    That's a great news. this is really a video era, people don't like to see pictures any more, they just want video.

    do not hold your breath waiting for DS 5 - they are way behind on it .

  • bighbigh Posts: 8,147
    edited December 1969

    bigh said:
    Jaderail said:
    The real issue is that DAZ Studio was never BUILT to be an Animation program. It was designed to be a RENDER STUDIO as the name implies. The Animation that is now built in was added to the original to keep up better with what users wanted. To this day DAZ Studio is still more a render studio, but we have been told future versions will have a stronger focus on animation and animation tools and needs. I'm hoping to see that trend in DS5.0 when we get there.

    That's a great news. this is really a video era, people don't like to see pictures any more, they just want video.

    do not hold your breath waiting for DS 5 - they are way behind on it .

    heck we are suppose to get Carrara 9 this month - have not seen a beta yet .
    I'm think it will be another Daz soon .......................

  • Richard HaseltineRichard Haseltine Posts: 100,969
    edited December 1969

    bigh said:
    Jaderail said:
    The real issue is that DAZ Studio was never BUILT to be an Animation program. It was designed to be a RENDER STUDIO as the name implies. The Animation that is now built in was added to the original to keep up better with what users wanted. To this day DAZ Studio is still more a render studio, but we have been told future versions will have a stronger focus on animation and animation tools and needs. I'm hoping to see that trend in DS5.0 when we get there.

    That's a great news. this is really a video era, people don't like to see pictures any more, they just want video.

    do not hold your breath waiting for DS 5 - they are way behind on it .

    I'm not sure how they can be "behind" on something that hasn't even been announced. I should point out that Jaderail's comments are not news or an official statement from DAZ but his own personal perspective and hopes.

  • JaderailJaderail Posts: 0
    edited December 1969

    I'm with Richard here, how can something that has not been announced be behind? We are on DS4.6.2 and I simply HOPE that the next version of DS is as big a leap forward as DS4 was from DS3. I dream big when I dream.

  • bighbigh Posts: 8,147
    edited December 1969

    Jaderail said:
    I'm with Richard here, how can something that has not been announced be behind? We are on DS4.6.2 and I simply HOPE that the next version of DS is as big a leap forward as DS4 was from DS3. I dream big when I dream.

    are you two saying there was never any thing said about DS 5 ?

  • JaderailJaderail Posts: 0
    edited December 1969

    bigh said:
    Jaderail said:
    I'm with Richard here, how can something that has not been announced be behind? We are on DS4.6.2 and I simply HOPE that the next version of DS is as big a leap forward as DS4 was from DS3. I dream big when I dream.

    are you two saying there was never any thing said about DS 5 ?
    I'm saying I do not remember any date ever being posted as in a expect it now thing. Just that it was being done. I'm not out to start a war. If it was posted then I do not remember, things like new versions take time is all I know. And I still look forward to it. I meant nothing more.

  • bighbigh Posts: 8,147
    edited December 1969

    Jaderail said:
    bigh said:
    Jaderail said:
    I'm with Richard here, how can something that has not been announced be behind? We are on DS4.6.2 and I simply HOPE that the next version of DS is as big a leap forward as DS4 was from DS3. I dream big when I dream.

    are you two saying there was never any thing said about DS 5 ?

    I'm saying I do not remember any date ever being posted as in a expect it now thing. Just that it was being done. I'm not out to start a war. If it was posted then I do not remember, things like new versions take time is all I know. And I still look forward to it. I meant nothing more.

    WAR -
    http://youtu.be/ro4yhp9L6Ok

  • teknostormteknostorm Posts: 163
    edited December 1969

    Hi butaixianran -

    I found this very interesting -

    * A whole new way converting MMD dance motion into BVH for DS Genesis, with hands motion, almost perfect now!

    Could you share the conversion method? It would be very helpful to many of us!

    Thanks,
    Neole

  • ToyenToyen Posts: 1,888
    edited December 1969

    Nice mocap! Thanks a lot for sharing.

    Here´s a quick test without the facial animation and the camera - https://www.youtube.com/watch?v=QVzw2HLMVkg&feature=youtu.be

    I know nothing about animating in DS but I do have a question, is there a way to make her do the dance in high heeled shoes?

  • RuphussRuphuss Posts: 2,631
    edited December 1969

    hi Toyen
    I like that stile
    it would be nice to tell something about your rendersettings
    it looks like a 2D movie

  • ToyenToyen Posts: 1,888
    edited December 1969

    Hey there!

    I didnt render it, it was screen captured from the viewport : )

  • butaixianranbutaixianran Posts: 161
    edited December 1969

    Hi butaixianran -

    I found this very interesting -

    * A whole new way converting MMD dance motion into BVH for DS Genesis, with hands motion, almost perfect now!

    Could you share the conversion method? It would be very helpful to many of us!

    Thanks,
    Neole

    hi, I actually have already shared the method in other post. But I think a even better way is:
    1. Convert mmd motion into fbx.
    2. Import fbx motion data into iclone 6
    3. Export daz charactor into iclone 6
    4. Do everything else in iclone 6, then render with Indigo renderer.

  • ToyenToyen Posts: 1,888
    edited December 1969

    Is there a way to do this without Iclone? I have no idea what the software is for but I just looked up one video and it looks impressive. Is it like an animation tool for game development? A lot of the features indicate that.

  • butaixianranbutaixianran Posts: 161
    edited December 1969

    Toyen said:
    Nice mocap! Thanks a lot for sharing.

    Here´s a quick test without the facial animation and the camera - https://www.youtube.com/watch?v=QVzw2HLMVkg&feature=youtu.be

    I know nothing about animating in DS but I do have a question, is there a way to make her do the dance in high heeled shoes?

    There is a way, you need this script:

    bLooper for DS 1,2,3,4
    https://sites.google.com/site/mcasualsdazscripts/blooper-for-d-s2-and-d-s3

    Load the bvh file first, and set high heel on frame 0~1. Then using bLooper script to copy the feet pose from frame 0~1 to the whole timeline.

    Chech this video as a show case:
    http://www.daz3d.com/forums/discussion/50643/

  • butaixianranbutaixianran Posts: 161
    edited February 2015

    Toyen said:
    Is there a way to do this without Iclone? I have no idea what the software is for but I just looked up one video and it looks impressive. Is it like an animation tool for game development? A lot of the features indicate that.

    No. the only way to get a good motion data from MMD to DS is converting MMD motion into fbx file in Unity3D, then convert the fbx file into BVH for DS in iClone Exchange.

    Yes, iClone is an animation tool, but not for game development, more like for film directors or personal hobbies. Just a lot of game developers also like it.

    Post edited by butaixianran on
  • ReallusionReallusion Posts: 115
    edited December 1969

    Hi Teknostorm,

    I'm here on the forums to help with any materials I can. So in order to bring a little light to the process that butaixianran described, here I provide you with a link to some of the iClone and 3DXchange motion converstion tutorials. New tutorials are currently being developed, so I will share them with everyone here once they are ready.

    http://www.reallusion.com/iclone/pipeline/flow_motion.aspx

  • teknostormteknostorm Posts: 163
    edited December 1969

    Thanks for the reply butaixianran and econ! Can you explain this step - "Convert mmd motion to fbx"? I googled it and checked a tutorial and it involved Unity 3D and MMD4 mecanim, is that the most convenient step? It looked complicated!


    Hi butaixianran -

    I found this very interesting -

    * A whole new way converting MMD dance motion into BVH for DS Genesis, with hands motion, almost perfect now!

    Could you share the conversion method? It would be very helpful to many of us!

    Thanks,
    Neole

    hi, I actually have already shared the method in other post. But I think a even better way is:
    1. Convert mmd motion into fbx.
    2. Import fbx motion data into iclone 6
    3. Export daz charactor into iclone 6
    4. Do everything else in iclone 6, then render with Indigo renderer.

  • RuphussRuphuss Posts: 2,631
    edited February 2015

    though this bvh is really nice I notice a lot of foot sliding and twisting with V4 characters
    any help ?

    edit:
    much better with Gen2female and limited joint rotation

    Post edited by Ruphuss on
  • butaixianranbutaixianran Posts: 161
    edited February 2015

    ruphuss said:
    though this bvh is really nice I notice a lot of foot sliding and twisting with V4 characters
    any help ?

    edit:
    much better with Gen2female and limited joint rotation

    Hi, this BVH only works for Genesis, won't work on V4.

    And it does have some bad twisting even with Genesis, caused by an old version of the converting tool. But you can find the way to convert mmd into DS in this topic, and download the new version of the free converting tool, so you can make your own motion data.

    Post edited by butaixianran on
  • butaixianranbutaixianran Posts: 161
    edited December 1969

    Thanks for the reply butaixianran and econ! Can you explain this step - "Convert mmd motion to fbx"? I googled it and checked a tutorial and it involved Unity 3D and MMD4 mecanim, is that the most convenient step? It looked complicated!

    hi, it is complicated and it's the only way to have a nice motion data from MMD.

    A trick to make it a little easy is:
    1. download MMD4 mecanim
    2. get the PMX2FBX folder out, so you don't need Unity3D.
    3. in Windows, open a cmd window, type the following command to convert motion data into fbx:

    cd [go to the folder of pmx2fbx.exe file]
    pmx2fbx.exe "Your_Mmd_Model.pmx" "MMD_Motion_Data.vmd"

    Then you will get a .fbx file with body motion data. But you still need to find another way to convert the facial motion.

  • teknostormteknostorm Posts: 163
    edited December 1969

    Thanks for the instructions!!

    I tried to follow the steps -

    -----------------------------------

    - extracted PMX2FBX folder to D drive ( D:\PMX2FBX )

    - Copied Miku.pmx to D:\PMX2FBX

    - Copied a motion data BaaBaaBadApple.vmd to D:\PMX2FBX

    - From a cmd prompt went to D:\PMX2FBX

    - Executed the command pmx2fbx.exe Miku.pmx BaaBaaBadApple.vmd

    - There is a long list of code on the command box for 20-30 seconds at the end of which I see -

    Create Animation End.
    Skipped Morth. 0
    Processing Morph. 1
    Export anim.bytes .
    Export model.xml .
    Export model.bytes .
    End of export.

    - I get the following new files in the folder D:\PMX2FBX - Miku.fbx, BaaBaaBadApple.anim.bytes, Miku.xml, Miku.model.bytes, Miku.extra.bytes

    - When I import Miku.fbx (61 mb filesize) in Daz3D, it shows 'Importing', and then asks 'Take to import' with the option BaaBaaBadApple.vmd or Null. I choose BaaBaaBadApple.vmd

    - Miku model opens in Daz3D in a T pose without any colors. The model shakes like a feather in the stiff T pose for the length of the animation, but her joints do not bend or anything.

    -----------------------------------

    Am I doing something wrong, or will the fbx file only open in Iclone? I need only the motion data, not the model (though the model would be handy as well!). How can I import the motion data to Daz3D (or to Iclone)?

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