Readme - motionbuilder 2010 release

This is the new READMEFIRST file distributed with the 2010 Motionbuilder-friendly release.

READMEFIRST v1.1, last update June 26, 2010 by B. Hahne

This READMEFIRST file accompanies the second (2010)

Motionbuilder-friendly BVH conversion release of the Carnegie-Mellon

University (CMU) Graphics Lab Motion Capture Database. See "Where to

find stuff" at the bottom of this file for where to get the BVH

conversion and/or the original CMU dataset.

I released the original Motionbuilder-friendly BVH conversion in 2008.

This 2010 release is very similar, but has a few minor adjustments to some

of the joint rotations of the frame-one T pose which are intended to

make retargeting look slightly better in most cases. This 2010

release doesn't touch any of the other frames and doesn't change the

Motionbuilder-friendly joint naming convention of the 2008 release.

In general, you'll probably want to use this 2010 release.

The original CMU motion capture database isn't in BVH format - it's

in ASF/AMC format. This BVH conversion release was created by Bruce

Hahne, a hobbyist animator, in the interest of making the data more

available and easily usable by other animators. I presently (2010)

maintain the web site www.cgspeed.com, where this BVH conversion

release is available within the motion capture section.

The emphasis on this release is to produce BVH files that can rapidly

be used in MotionBuilder for motion retargetting. The files are not

particularly Poser-friendly or DazStudio-friendly, due to

incorrect assumptions that those programs have to make about the

underlying joint rotation setup. A conversion for use with Daz

characters is in its early stages as of June 2010.

ADVANTAGES OF THIS RELEASE OVER THE ORIGINAL CMU DATA:

- This release has the motions in BVH format.

- T-poses: Every BVH file has a T-pose added as its new first frame.

The T-poses face the positive Z axis and are therefore MotionBuilder

compatible.

- Joint renaming: As many joints as possible have been renamed to be

compatible with MotionBuilder's joint naming conventions. This renaming

makes it much easier (faster) to use the BVH files in MotionBuilder.

- Index files: The release includes consolidated indexes that list

the motion filenames and their descriptions. Both spreadsheet and

word processor friendly index files are available.

- MotionBuilder-friendly: the joint renaming and the addition of the

T-pose make it possible to use these motions for animation

retargetting within MotionBuilder in seconds rather than minutes.

COMPARISON OF THE 2008 AND 2010 MOTIONBUILDER-FRIENDLY RELEASES:

The original CMU BVH files don't provide T poses, which means it's

impossible to determine or recover the exact physical rotation of the

human actor's joints when the motions were recorded. The situation is

made worse by the fact that the data is recorded using many different

subjects, and was presumably captured over multiple days or weeks with

different people operating and calibrating the motion capture

equipment. The best that we can do is make a guess at a T pose, using

joint rotations that visually look like a T pose, but then adjusting

empirically so that we end up with retargeted animation that avoids

some of the most glaring flaws, such as elbows intersecting hips and

feet intersecting each other. This 2010 release modifies the original

T pose slightly, based on my experiments with retargeting the CMU BVH

data onto one of the Daz characters.

For both the 2008 and 2010 Motionbuilder-friendly releases, the T pose

that I've added is in frame 0. All other frames are from the original

CMU capture sessions.

- The 2008 release set the Z rotations of the upper arm joints

("RightArm" and "LeftArm" in MotionBuilder's naming convention) to 5

degrees and -5 degrees respectively, to reduce problems with

retargeted animation bending the arms down too much. In the 2010

release, I've changed these values to 8 and -8 degrees, which

increases the level of compensation slightly.

- The 2008 release set the Z rotations of the upper leg joints

("RightUpLeg" and "LeftUpLeg" in Motionbuilder's naming convention)

to 17 and -17 degrees respectively, to reduce problems with

retargeted animation bending the legs in towards each other too

much. In the 2010 release, I've changed these values to 21 and -21

degrees, which increases the compensation slightly.

- The 2008 release set all neck and head joint rotations to zero,

which looks good visually within Motionbuilder but typically results

in characters who have their neck bent far forward when you

retarget. The 2010 release uses non-zero X rotations on the neck

and head joints, in an effort to provide a T-pose for the head which

is probably closer to what the joint readings would have been when

the original motion capture actors looked straight ahead. The

values in the 2010 release, for the Motionbuilder joints, are:

Neck: X rotation = -16 degrees

Neck1: X rotation = 21 degrees

Head: X rotation = 11 degrees

The net result of this compensation is to rotate the head up by

about 15 degrees in retargeted animation, compared to use of the

2008 BVH release. However, for some of the BVH files you might find

that you need to tilt the head up even more than this.

CONVERSION PROCESS:

- I started with the full set of AMC and ASF files, available from CMU

as a single .zip file

- I ran the AMC/ASF files through amc2bvh in batch mode to produce BVH files.

- I analyzed several of the BVH files in MotionBuilder to determine how

to set joint angles to set a T-pose.

- I then ran the BVH files through a Python script that I wrote to do

joint naming conversion and T-pose generation. This script is unreleased.

- With the exception of the new frame 1 (the T-pose), there are no

modifications to the motion data itself. If the original CMU data

is noisy, the conversion will be noisy. If the original CMU data

has the actor's head moving at an impossible angle, the conversion

will do the same.

CONVERSION NOTES:

Shoulders: The CMU dataset's skeleton is somewhat annoying around the

shoulders because it doesn't use a clavicle joint, only a shoulder

joint. Also, the rotation points of the CMU skeleton shoulders are

significantly wider than the hips. The result was that when I did

some retargetting tests in MotionBuilder, I often found that the

geometry of the target character's arms would punch through the hips.

To somewhat mitigate this problem, I set the T-pose of this converted

CMU dataset such that the arms angle slightly downwards, at 5 degrees

down from the horizontal. This adjustment helps to reduce the "arms

through the hips" problem.

Fingers: CMU's main page says this about the dataset:

The "finger" and "thumb" joints are added to the skeleton for editing

convenience - we do not actually capture these joints' motions and any

such data should be ignored.

Therefore in the BVH joint naming conversion, I've maintained the

mapping "lfingers" to "LFingers" and "lthumb" to "LThumb", since these

are names that MotionBuilder's character joint naming convention does

NOT recognize. We don't want MotionBuilder to try to use these joints,

since they have no data on them.

Playback speed: The CMU dataset was sampled at 120fps, however this

information apparently isn't saved in the CMU-distributed AMC/ASF

files, and the freeware utility amc2bvh simply assumes a default value

of 30fps (Frame Time = .033333) when it writes out BVH files. This

BVH conversion release fixes the problem by rewriting Frame Time to

.0083333 in each BVH file, which equates to 120fps.

INDEX/INFORMATION FILES:

Each .zip file in this BVH conversion release should include a copy of

this READMEFIRST.txt file, plus four variations of the same motion

index information:

- cmu-mocap-index-spreadsheet.ods: Open Document / OpenOffice

spreadsheet format

- cmu-mocap-index-spreadsheet.xls: Microsoft Excel format

- cmu-mocap-index-txt.txt: A simple text file with the index

information and no commentary.

- cmu-mocap-index-text.rtf: Rich Text Format index information with

some commentary.

USAGE RIGHTS:

CMU places no restrictions on the use of the original dataset, and I

(Bruce) place no additional restrictions on the use of this particular

BVH conversion.

Here's the relevant paragraph from mocap.cs.cmu.edu:

Use this data! This data is free for use in research and commercial

projects worldwide. If you publish results obtained using this data,

we would appreciate it if you would send the citation to your

published paper to jkh+mocap@cs.cmu.edu, and also would add this text

to your acknowledgments section: "The data used in this project was

obtained from mocap.cs.cmu.edu. The database was created with funding

from NSF EIA-0196217."

JOINT RENAMING TEMPLATE

Here's the joint renaming template that my unreleased Python script

uses, with a variety of comments that come from my analysis of the skeleton.

The left column is the original joint name used by the CMU dataset,

and the right column is the joint name that my script outputs. Most

of the time this right-column name is one that MotionBuilder

recognizes, however in some cases we have to intentionally convert to

a name that MotionBuilder won't recognize, because we don't want

MotionBuilder to use the joint when we characterize.

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

# Some facts about the CMU skeleton:

# lhipjoint and rhipjoint are in the same location as hip, and have no

# keyframes.

#

# lowerback is in the same location as hip, and has keyframes. MotionBuilder

# docs say that Spine must NOT be in same location as hip, so we have to

# throw out "lowerback" and not call it Spine.

#

# thorax, lowerneck, lclavicle, and rclavicle are all in the same location.

# thorax and lowerneck are keyed. lclavicle and rclavicle are not.

#

# Although we have two neck joints, the CMU "lowerneck" is really in

# the middle of the spine -- it sure doesn't look anywhere close to

# the human neck to me. However when I tried calling it Spine2,

# MB gave a warning: "Hierarchy warning: LeftShoulder is not the direct

# descendant of Spine2, Spine1 was found".

#

# Per CMU web page: 'The "finger" and "thumb" joints are added to the

# skeleton for editing convenience - we do not actually capture these

# joints' motions and any such data should be ignored.'

TEMPLATE: cmu

hip Hips

# Not sure what to do with lhipjoint. It has no keyframes and is

# just a connector to attach the leg, so probably OK to rename it

# in a way that MB won't use it.

lhipjoint LHipJoint # Not used by MB

lfemur LeftUpLeg

ltibia LeftLeg

lfoot LeftFoot

ltoes LeftToeBase

rhipjoint RHipJoint

rfemur RightUpLeg

rtibia RightLeg

rfoot RightFoot

rtoes RightToeBase

# We can't translate "lowerback" to Spine because lowerback is in

# the same location as Hips. The MB docs say that you shouldn't do

# that.

lowerback LowerBack # child of hips

upperback Spine

thorax Spine1

# "Lower" and "upper" neck? Good grief.

lowerneck Neck

upperneck Neck1

head Head

lclavicle LeftShoulder # child of

thorax

lhumerus LeftArm

lradius LeftForeArm

lwrist LeftHand

lhand LeftFingerBase

# LFingers and LThumb aren't names used by MB. CMU notes that there's

# no data on these joints, so we want to ignore them.

lfingers LFingers

lthumb LThumb # child of lwrist

rclavicle RightShoulder # child of thorax

rhumerus RightArm

rradius RightForeArm

rwrist RightHand

rhand RightFingerBase

rfingers RFingers

rthumb RThumb # child of rwrist

# END OF CMU JOINT RENAMING TEMPLATE with comments

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

CONTACT INFO AND WHERE TO FIND STUFF:

This BVH conversion release: www.cgspeed.com in the motion capture section

Original CMU database (not BVH): mocap.cs.cmu.edu

AMC2BVH freeware utility: http://vipbase.net/amc2bvh/

MotionBuilder: www.autodesk.com/motionbuilder

BVHacker free BVH editing software: http://davedub.co.uk/bvhacker

BVHacker is designed primarily to create BVH files for SecondLife.

To contact the creator of this BVH conversion release: hahne@io.com

If you like this BVH conversion release, feel free to drop me email

and let me know what you're doing with it.