1. culturally conditioned separations: male_01 female_02
2. make human lies -> bug report
3. other ways of moving
Adva:
The anecdote
The software conditions us, and confines us
but how can it open up other perception
Document to repeat
Notation before the body.
Text to body. Dance notation computerizes the body?
Occidental dance (ballet for example)
Pointed shoes
auto run python scripts
mhx import (user pref make humen)
put .bhv files in ressources>scripts>addons
go into tools>misc>MakeWalk -> load and retarget; find file
alt + a
Starting modern dance notations
From the hip to the head one part ...
Because the category
Starting a movement from writing
a new schematization of the body allows new movement
Dance notation for pupils/eyes
Make Manequin
connected from image of 'beautiful movements'? Too fragmeneted view unthinkable
Point shoes and deforming the body, stabilising the hip ...
https://www.youtube.com/watch?v=HpH3fA29U1I
mixing precision and imprecision
a table with divisions of bodies: instructions of how to become a body
what's typical ... what is essential ... what belongs to the body, and what belongs to the person
http://www.makehuman.org/doc/node/makewalk_errors_and_corrective_actions.html
The discovery of the hip
----------------------------------
Analysing 'Male stand bvh' with Pierrick and Vera
xml-skeleton! = body-tree - strict hierarchy between bones
inverted kinematics
making rigging funny ... sausages. "mother moves, baby moves" -- pregnancy
Natan Vergal rigify Blender dvd
parent, child - ref xml
difference between hierarchies for software and animators.
skeleton is a local coordinate system
ordering the skeleton around
physical bodies coordinate through nervous systems
bone as root
talking about families ...
faking the spine: cutting in three parts
this file needs to connect/talk to a concept of world space, needs a world/global space coordinate
Q: how does movement relate to space?
movement depends on world space. a walk cycle is like walking on a tred-mill
the movement has no space, the world is moving.
we are always in the middle of our own world ;-)
time ... do we create it
what if the elbow would be ROOT?
what if we create other dependencies? ELBOW joins KNEE?
HIERARCHY
ROOT Hips <- root, first point of attachment/movement; spine depends etc. = main parent. point 0
{
OFFSET 13.6774 106.653 -34.4427 <- In Blender units, relative to parent bone
CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
JOINT ToSpine
{
OFFSET -2.69724 7.43032 -0.144315
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT Spine
{
OFFSET -0.0310711 10.7595 1.96963
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT Spine1
{
OFFSET 19.9056 3.91189 0.764692
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT Neck
{
OFFSET 25.9749 7.03908 -0.130764
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT Head
{
OFFSET 9.52751 0.295786 -0.907742
CHANNELS 3 Zrotation Xrotation Yrotation
End Site
{
OFFSET 16.4037 0.713936 2.7358
}
}
}
JOINT LeftShoulder
{
OFFSET 17.7449 4.33886 11.7777
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftArm
{
OFFSET 0.911315 1.27913 9.80584
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftForeArm
{
OFFSET 28.6126 1.18197 -3.53199
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftHand
{
OFFSET 27.5088 0.0218783 0.327423
CHANNELS 3 Zrotation Xrotation Yrotation
End Site
{
OFFSET 18.6038 -0.000155887 0.382096
}
}
}
}
}
JOINT RightShoulder
{
OFFSET 17.1009 2.89543 -12.2328
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightArm
{
OFFSET 1.4228 0.178766 -10.211
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightForeArm
{
OFFSET 28.733 1.87905 2.64907
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightHand
{
OFFSET 27.4588 0.290562 -0.101845
CHANNELS 3 Zrotation Xrotation Yrotation
End Site
{
OFFSET 17.8396 -0.255518 -0.000602873
}
}
}
}
}
}
}
}
JOINT LeftUpLeg
{
OFFSET -5.61296 -2.22332 -10.2353
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftLeg
{
OFFSET 2.56703 -44.7417 -7.93097
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftFoot
{
OFFSET 3.16933 -46.5642 -3.96578
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT LeftToeBase
{
OFFSET 0.346054 -6.02161 12.8035
CHANNELS 3 Zrotation Xrotation Yrotation
End Site
{
OFFSET 0.134235 -1.35082 5.13018
}
}
}
}
}
JOINT RightUpLeg
{
OFFSET -5.7928 -1.72406 10.6446
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightLeg
{
OFFSET -2.57161 -44.7178 -7.85259
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightFoot
{
OFFSET -3.10148 -46.5936 -4.03391
CHANNELS 3 Zrotation Xrotation Yrotation
JOINT RightToeBase
{
OFFSET -0.0828122 -6.13587 12.8035
CHANNELS 3 Zrotation Xrotation Yrotation
End Site
{
OFFSET -0.131328 -1.35082 5.13018
}
}
}
}
}
}
MOTION
Frames: 187