Motion Capture and Blender Process
In the Motion Capture Studio
Follow procedure for motion capture in the UIC MoCap Studio (http://www.evl.uic.edu/sjames/mocap/tutorial.html)
Save the .vsk file (skeleton) and all the .V files (motion)
In MotionBuilder
Import the .vsk skeleton
Import all the .V motions that are desired
Export .bvh (exports a series of .bvh motion capture files - one for each .V file)
Save the .bvh files to a flash drive or your own computer
On any PC with Blender
Animating a Model
Import a .bvh file into Blender
Hit alt+a to watch the armature (skeleton) perform the animated motion (optional)
Select the armature and go to Edit Mode to see the Rest Position of the armature
Create or import a model that will be performing the motion captured animation
This model must conform to the armature's Rest Position
In Edit Mode, the armature must be inside the model (also in Edit Mode)
If this is not the case, manipulate (translate, rotate, scale) the model - NOT the armature - so that it is inside and all joints line up properly
Parent the model to the armature and rig the individual bones to the portion of the model's mesh that should be manipulated
In Object Mode select the armature and manipulate (translate, rotate, scale) it until the model is the desired proportions
Hit alt+a to watch both the armature and the model perform the animated motion (optional)
Importing a Different Animation for the same Model
Delete the armature (but not the model)
Import a new .bvh file
Double check that the armature (in Edit Mode) is inside the model (in Edit Mode) - in most cases this will be true
If this is not the case, manipulate (translate, rotate, scale) the model - NOT the armature - so that it is inside and all joints line up properly
Parent the model to the armature (do not create groups) - the model will automatically be rigged!
In Object Mode select the armature and manipulate (translate, rotate, scale) it until the model is the desired proportions
Hit alt+a to watch both the armature and the model perform the animated motion (optional)
Special Notes
Motion Captured .bvh files contain relative movements, not absolute positions
This causes the hips to remain stationary at all times
Any translations (i.e. walking forward, jumping up, etc.) must be keyframed