This is a bit of a duplicate of this question, but just to complete the picture, to get the global location of your pose bone, you need to multiply the bone's location by the armature and the bone's transform matrices (sounds complicated, but is actually simple):
p = bpy.context.active_pose_bone # Our pose bone
o = bpy.context.object # Our ...
The easiest method for me would be using green background in Blender and Chroma key filter in OBS Studio:
In Blender, set Display -> Render Only and tick World Background
Set World Background Color to green
Hide all UI so it looks like this, you can go fullscreen by pressing AltF11
In OBS Studio, add corresponding Display or Window to Sources list, then ...
This can be done with the Flip Node within the compositor: Add> Distort> Flip.
The node should look like this:
This can be easliy don with the flip options in your Properties Panel N. The options should look like this:
For your other question I'm pretty sure you need to re-open your video, essentially your not editing the ...
The visualization of the search area can be enabled in the Clip Display panel in the section Marker Display. Enable the checkbox named Search to show the search area. Alternatively you can also select a tracker and press Alt+S.
The properties for the search area can be found in the Track tab on the Marker panel.
To me you will only need to Bones, one connecting the ankle with the heel and another connecting the heel with the toes.
First you need to construct the armature properly:
Shift+A add armature, then add a bone
Select the two markers 01, 04 to position in between, and align 3D cursor with Shift+S then Cursor to Selected, this will position the bone between ...
Select the plane in object mode, in the properties menu, go to the object subfolder, open up cycles settings and check the shadow catcher box. The plane will now act as a shadow canvas, and i actually suggest making it a bit bigger so that it catches all of the skull's shadow.
The video author is using Blender 2.77a, you are using 2.79. This is important since Blender got a few tweaks on importing Collada files.
I am using 2.79b and tried to replicate your problem. I don't get the same problem but I do get issues when importing Collada if I do it the way its done in the video. I was able to solve it with this setting:
This fixed ...
Copy Location Constraint.
Can leverage the existing behaviour of the copy location constraint, targeted to a mesh, subtargeted to a vertex group.
Test script, run in object mode with mesh object selected. Will add an empty for each vertex group at the mean location (as determined by constraint) of each ...
Blender is more geared towards content creation and is not the right software for your project.
You can write a python operator which continuously grabs frame from the webcam and writes them onto an image texture.
Add an image texture and name it image.
Add a 3D object and texture it with the image. You will have to go to material or rendered view to see ...
You can set the cursor to the midpoint of those Empties and create a new Empty at the cursor location:
Select your empties
Set the Transform Pivot Point to Median Point
Place the cursor at this middle point: Right Click to show the Object Context Menu > Snap > Cursor To Selected (or press Shift + S > Cursor To Selected)
Create the Empty: Shift + A > Empty
As far as I am aware, this is not possible. You could probably edit the C source code to output these variables for use in your script if you wanted to though.
You can view the Python API section of this page to make sure if you want.
Camera tracking to a particular bone of an armature.
Yes. The camera can follow a particular joint of a armature.
If you specify an armature as a target, the interface allows a bone selection and a Head/Tail selection as seen below.
The highlighted camera name [CameraTrack] with a gold sphere can track a particular bone along any head to tail point. The ...
You can do this by using a Microsoft Kinnect and the NiMate software. The app captures your movement in the camera and converts it to mocap data you can import into Blender and apply to a rigged armature for your character.
I guess this largely depends on the amount of realism you're going for...
If you're going for something hyper-realistic like what you see in movies like Cats&Dogs, then you will probably have to model part of your dog's face in Blender and try to match materials and lighting to the footage. That model can then be parented to motion trackers so it ...
The Follow Track constraint includes a 'Constraint to F-Curve' button - click that and Blender will convert your track into a series of keyframes. You can then use the Graph Editor to edit the resultant F-Curves for the object.
To edit a curve, right-click on one of its points and press L to select 'Linked' (ie, select the whole curve). Then use S to scale ...
There is no problem in this situation. All you need to do:
is in solve settings set keyframe A and keyframe B where you have enough motion and more then 8 point are the same. So it can be not the start and end frame.
And also you need to track points from start and end (and maybe in middle) - your goal is to make shure that every frame have 8 or more ...
Amplify movement -
(Blend file attached)
The 3D (Blender) eyeball is parented to the Lever (plane) B.
Lever B is told to look at ('Track To' constraint) an Empty placed at the eyball end of Elbow A.
Elbow A is told to look at ('Track To' constraint) the brown cube.
Note that when an object is told to look at (Constrained to 'track to') another object/...
Thanks to the link of batFINGER to the function closest_point_on_mesh() I wrote a function which does the trick:
def is_empty_on_mesh (empty,mesh,maxDist = .000001):
empty = bpy.data.objects[empty]
mesh = bpy.data.objects[mesh]
# to compute distance via closest_point_on_mesh() the
# objects have to be translated from global to local ...
The error was using tripod solve, and not defining the correct span of frames to be used for the solution.
Using tripod solving does not result in accurate 3D information.
If the span of frames used for the solution is not set, blender might try to solve the object in the wrong segment of the video. Enabling the "Keyframe" option means that blender will ...
So the answer to my question is, because my model was not in a complete t stance when I Parent it, the animation starts on t stance which mess up my model. If this makes any sense lol. So the answer is make sure your model and bvh rig matches up before you parent it.
Re target copy rig with new rest pose.
Similarly to this answer,
Select rig, and run the following script (takes a minute-ish). You will get a new copy rig, with rest pose the same as the T-pose in frame 1 of original, and animation adjusted to fit new rest pose.
from bpy import context
remove_constraints = True
scene = context.scene
Start by looking into Blenders “camera tracking” features. These work by following the movement of points in a scene and tracking parallax movement. The result is a 3D track of the movement of the camera in space, which makes it possible to do things like build a small scale model to shoot on video and then copy that camera movement into your Blender scene.
I'm searching for the same.
As far is I went, I have some experience using AndroSensorGTK.
accelblend looks nice.
Does what we want, but no source.
Interesting project, no source found.
The BVH itself doesn't contain any animation for the root joint __0. The root name doesn't match the naming of the other joints (I would have expected Ryan_Hips). This is a problem with your exporter, not with Blender.
There are two methods that this could be done with:
Movie Clip Editor and Compositor:
Add your footage to the Movie Clip Editor
Mask the area around the Light Sabre at the time you don't want it
Use the Mask node in the compositor to remove the light sabre
Section on animating masks from the Blender Documentation (Link). There are also many good tutorials ...