Character Studio Tutorials

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CSM File Specification

This document describes the Character Studio CSM Motion Capture File format. The CSM format is an ASCII file that is used to import positional marker data from various motion capture systems into Character Studio to animate bipedal characters.

Biped provides direct input of CSM files from disk, including comprehensive keyframe reduction, footstep extraction, and talent figure and pose calibration to provide a fast and accurate means of import for large volumes of positional data stored in the CSM format.

Biped uses positional data stored in the CSM format to pose a Biped character on a frame-by-frame basis and to move it forward in time. During import, xyz marker positions stored in the CSM file are used to derive bone rotation data for the biped at each frame, eliminating the need to convert positional marker data into rotational form prior to import.

Once imported, CSM-based animations can be saved out as native Biped .bip files, providing access to a comprehensive set of animation, motion mapping, and structural modification features that are built directly into Biped.

Note: The .csm marker file format now supports a prop bone in either or both hands. See Prop Bone.

Overview of CSM Workflow and General Use

Character Studio computes a joint-centered skeleton so that the hands and feet are positioned precisely over world-space hand and feet markers, with inverse kinematics used to solve for the required joint angles.

In this approach, the hands and feet may be tracked with much higher accuracy and quality, but the calibration is much more critical since errors in positioning and bone size will propagate and accumulate through the hierarchical figure structure from the root to the hands/feet. For example, if the spine bones are longer, the shoulder will be higher, so the arm will have to stretch further to place the hand at a low world space height.

There are three distinct phases for processing CSM mocap data effectively:

  1. Create "Talent Definition" files (.cal and .fig) for a given performer from a specially recorded "calibration pose motion."

  2. Create .bip motions from the talent's .csm motions using the same Talent Definition files from step 1)

  3. Adapt or "motion map" the talent's .bip motions to synthetic characters that are different than the talent

MOTION CAPTURE CONVERSION WORKFLOW

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

|------------------|

|1) CALIBRATION | <-- Short calibration pose motion .CSM file

|------------------|

|

(.CAL and .FIG files used as "Talent Definition")

|

v

|------------------|

|2) PROCESSING | <-- Motion .CSM files captured from person with

|------------------| markers in Talent Definition

|

(Talent figure's .BIP files)

|

v

|------------------|

|3) MOTION MAPPING |

|------------------|

|

v

(Final target character's .BIP files)

1) CALIBRATION: CREATE TALENT DEFINITION FILES (.cal and .fig)

The calibration pose motion should ALWAYS be created with the feet flat and body in the vertical position. Ideally the legs should be straight with the arms outstretched to the side. There should be no marker drop-outs in this first frame (the user can skip bad data by setting the start frame at the first good frame), since frame 0 is used to get the default bone lengths. Note that (as always), calibration may only be employed with no key reduction or footstep extraction. It's advisable to use short segments for this stage (under 200 frames). The advantage to using a motion segment is that the user can see the effects of interactive manual calibration over the range of frames that are loaded. So, for example, a short motion that shows the arms slowly falling to the sides is best.

By default, the system automatically calibrates to make the root (center-of-mass) upright and the feet flat. The user should employ them in any order:

There are two modes for interactively calibrating the Talent Pose that are based on the settings in the 3DSMAX\Plugcfg\Biped.Ini file.

If either value is 0, the hands or feet will not snap back. You may want to use this to offset hand and foot positions from their markers. Otherwise, at a value of 1, its easier to fine tune other body parts with the assurance that the hands and feet will snap back in place when the talent pose is adjusted. Note that you may change the biped.ini file with a text editor such as Notepad or WordPad, save the file, and reload the .csm file with the new settings without rebooting MAX.

Once the Talent figures bone sizes and pose adjustments look good, that is, the figure fits correctly inside the markers, the user must:

2) PROCESSING: CONVERT ALL MOTIONS THAT USE THE SAME TALENT DEFINITION STRUCTURE (.fig) and CALIBRATION (.cal)

Now use the .cal and .fig files in the Talent Definition section of the Mocap Conversion Parameters Dialogue Box to process all the files of that performer that use the marker placement of the calibration motion. For new marker placements or performers, the process should begin with PHASE 1 again. Of course, additional tweaking of the calibration may be performed for a specific file if desired.

Note: One advantage of using the same .fig talent structure is that no adaptation is computed if these files are loaded onto the same figure. This means that long keyframe/frame .bip files will load instantly. It will also guarantee consistency that one figure is performing all the moves.

Note that Batch mode may be used for this stage, especially if the goal is just to convert the raw files (frame per frame). Otherwise, each file will probably warrant fine tuning on the keyframe reduction/footstep extraction parameters. For cases with sliding motion, and sliding angle of 15 degrees is usually effective.

3) MOTION MAPPING: NOW APPLY MOTIONS TO SYNTHETIC CHARACTERS WITH DIFFERENT DIMENSIONS AND/OR LINK STRUCTURE

Once a clean .bip has been created with a figure that matches the actual performer in the mocap session, it may then be mapped onto other characters. Mapping motion to other characters will work with or without keyframe reduction or footstep extraction. In fact, raw data (keyframe per frame) with no footsteps maps extremely well in most cases.

Summary of New Biped Variables in 3dsmax\plucfg\biped.ini for CSM Processing (as of R2.2)

Parameter(=default)

Range

Function

MocapUseLegIK=1 

0 or 1 

Snaps feet to markers during Adjust Talent Pose CSM calibration 

MocapUseArmIK=1 

0 or 1 

Snaps hands to markers during AdjustTalent Pose CSM calibration 

MocapVariableDynamics=1 

0 or 1 

Turns on automatic determination of Dynamics Blend for vertical keyframes 

MocapHeightSmoothing=0 

0 to 20 

Smoothes out captured body vertical height values to prevent jitter 

MocapBodyHorzSmoothing=0 

0 to 20 

Smoothes out captured body horizontal translation values to prevent jitter 

MocapBodyRotSmoothing=3 

0 to 20 

Smoothes out captured body rotation captured values to prevent jitter 

MocapSpineSmoothing=6 

0 to 20 

Smoothes out captured spine captured values to prevent jitter 

MocapHeadSmoothing=3 

0 to 20 

Smoothes out captured head captured values to prevent jitter 

The MocapUseLegIK and MocapUseArmIK parameters are explained in the previous paragraph.

MocapVariableDynamics will introduce gravity based biped dynamics for vertical keyframes that surround ballistic jumps between footsteps, but only when both Footstep extraction and Keyframe reduction are on, otherwise this parameter has no effect. If the gravity-based jump deviates significantly from the captured data, spline dynamics (that is, dynamics blend = 0) is used. This typically happens for falling down motions.

If MocapVariableDynamics is set to zero, the conversion will use either spline or biped dynamics for all vertical keyframes in accordance the user's settings in the Animation Properties in the Biped Motion Panel.

The Mocap*****Smoothing parameters smooth out jitters in the data, with higher values increasing the degree of smoothing. Values higher than 10 will begin to alter the more gross aspects of the motion, but values less than seven should only remove minor wobbles that sometimes occur due to small fluctuations in marker relationships. The defaults are the recommended values.

CSM.MAX for Placement and Export of CSM Markers

An example of desired CSM marker placements may be seen by viewing the csm.max file in the CSTUDIO\DOCS folder on the release CD and after installation. This file may also be used as a starting point for importing csm files in cases where you wish to export edited csm motions using the csmxport.ms MAXScript utility found in the same folder. For export, you should

1) Load csm.max. You may adjust the marker positions as desired for your export to another application.

2) Load a mocap file and edit it with the MAX marker objects attached.

3) Run the csmxport.ms MAXScript utility for the active frames you want to export.

Overview of CSM-supported Marker Attachment Positions

CSM marker values are time-varying xyz locations which are typically generated by reflective markers and optical motion capture systems. These xyz values may also be derived from other motion capture sensing devices that generate positional data in a world-coordinate system.

Biped supports a fixed set of known markers that correspond to reflective markers or sensors attached to different parts of a Human "talent" subject during a motion capture session.

Biped's "superset" of supported markers was chosen to cover typical marker/sensor configurations used by various motion capture service companies and hardware vendors.

The complete set of Biped-supported marker names and attachments are listed below. Optional Markers are noted; these optional markers are not needed for import, but do contribute to a more accurate solution if they are present. All other makers are required for Biped to read a CSM file successfully.

Character Studio Supported Marker Names and Attachments

Head 

LFHD 

Left Front Head 

 

LBHD 

Left Back Head 

 

RBHD 

Right Back Head 

 

RFHD 

Right Front Head 

Chest 

CLAV 

top chest 

 

STRN 

center chest 

Waist 

LFWT 

Left Front Waist 

 

LBWT 

Left Back Waist 

 

RBWT 

Right Back Waist 

 

RFWT 

Right Front Waist 

Spine 

C7 

Top of Spine 

 

T10 

Middle of Back 

 

SACR 

Lower Back (optional) 

Left Leg 

LKNE 

Left Outer Knee 

 

LKNI 

Left Inner Knee (Optional) 

 

LANK 

Left Outer Ankle 

 

LHEL 

Left Heel (Optional) 

 

LMT5 

Left Outer Metatarsal 

 

LMTI 

Left Inner Metatarsal (Optional) 

 

LTOE 

Left Toe 

Right Leg 

RKNE 

Right Outer Knee 

 

RKNI 

Right Inner Knee (Optional) 

 

RANK 

Right Outer Ankle 

 

RHEL 

Right Heel (Optional) 

 

RMT5 

Right Outer Metatarsal 

 

RMTI 

Right Inner Metatarsal (Optional) 

 

RTOE 

Right Toe 

Left Arm 

LSHO 

Left Shoulder 

 

LELB 

Left Outer Elbow 

 

LILB 

Left Inner Elbow (optional) 

 

LWRE 

Left Wrist Stick End 

 

LWRI 

Left Wrist Stick Base 

 

LWRA 

Left Wrist Inner near thumb (alternative to LWRE) 

 

LWRB 

Left Wrist Outer opposite thumb (alternative to LWRI) 

 

LFIN 

Left Hand 

Right Arm 

RSHO 

Right Shoulder 

 

RELB 

Right Outer Elbow 

 

RILB 

Right Inner Elbow (optional) 

 

RWRE 

Right Wrist Stick End 

 

RWRI 

Right Wrist Stick Base  

 

RWRA 

Right Wrist Inner near thumb (alternative to RWRE) 

 

RWRB 

Right Wrist Outer opposite thumb (alternative to RWRI) 

 

RFIN 

Right Hand 

CSM files that utilize Biped marker names exactly as shown above may be read into Biped directly. Additionally, for convenience, the CSM format supports custom marker names for the known marker positions described above. These custom marker names must be correlated to the preset marker names listed above using a Marker name file (MNM). That is, the Left Shoulder marker need not be named "LSHO", as long as the CSM string "myleftshoulder" is matched to "LSHO" using the separate Marker name file MNM. For more details on the MNM file format, see below.

Understanding Wrist Marker Alternatives

For specification of wrist markers, the CSM file may contain either of two types of wrist marker attachments, but not both.

For the first method, the wrist position/orientation may be specified by the use of a "stick" attached to the wrist at a 90 degree angle to the forearm, centered at the wristwatch position. These markers are used to describe the stick position:

LWRE  

Left Wrist Stick End  

LWRI 

Left Wrist Stick Base 

RWRE  

Right Wrist Stick End 

RWRI 

Right Wrist Stick Base 

For the second method, The RWRA--RWRB and LWRA--LWRB markers define the alternative markers that are on the inner and outer positions of the wrist (via a wristband). The RWRA/LWRA markers are on the inside (closer to thumb)

LWRA  

Left Wrist Inner near thumb (alternative to LWRE) 

LWRB 

Left Wrist Outer opposite thumb (alternative to LWRI) 

RWRA  

Right Wrist Inner near thumb (alternative to RWRE) 

RWRB  

Right Wrist Outer opposite thumb (alternative to RWRI) 

Understanding Marker Placement for C7, CLAV, STRN, and T10

In general, the midpoints of the upper C7-CLAV and the lower STRN-T10 are used to guide the vertical direction of the chest bones, so it's important that these marker pairs reside at about the same body height in the right location.

The fashion1.csm file in the motions\mocap\csm\Vicon folder on the release CD is an example of where these markers should be. See below:

SIDE VIEW

=========

.----

|     \  -" head"

----- /

      | - "neck"

C7-CLAV ---- midpoint near top of spine

      | - "spine2"

T10-STRN --- midpoint at top of 2nd chest link (2/3rds way up spine)

      | - "spine1"

      | - "spine"

WTB-WTF-- midpoint of 4 waist markers at bottom of spine

Overall CSM File Structure

The CSM file is broken down into the following sections, each introduced by a $section title. These sections can occur in the any order, with the exception of $order, which must precede $points, at some location in the file. The $section titles may be upper or lowercase. The [ ] notation shown below indicates a required numeric value or string of the specified type. The [ ] notation gets replaced by an actual value or string in the file. The [ ] information may occur on the same line as the $section title.

$comments     [string]            OPTIONAL

Comments. Continued until the next $section title.

$filename     [string]               OPTIONAL

Name of file. String with normal Windows 95/NT naming do's and don'ts.

$capturedate     [yyyy/mm/dd] OPTIONAL

Date of capture session for this file. Month and date can be one or two digits (i.e. with or without leading zeros.). Year is always four digits long. (i.e. 1998/01/31)

$capturetime     [hh:mm:ss]     OPTIONAL

Time of capture session for this file. Uses 24 format (i.e. 23:02:59).

$actor     [string]                      OPTIONAL

The name of the actor used to capture the motion. Useful to know so that actor-to-data map files can be automatically located. Useful also from a data management point of view. This does mean that each file will contain the data for only one actor/creature. For multiple characters multiple files will be used.

$firstframe     [ integer ]            OPTIONAL

The first frame of point data present.

$lastframe     [ integer ]             OPTIONAL

The last frame of point data present.

$rate      [ integer ]                    OPTIONAL

The sample rate of the point data contained in the $point section below, computed in samples per second.

$Talent <units>

head <HEAD_LENGTH>

neck <NECK_LENGTH>

clavicle <CLAV_LENGTH>

upperarm <UPPERARM_LENGTH>

forearm <LOWERARM_LENGTH>

spine <TORSO_LENGTH>

pelvheight <PELVIS_HEIGHT>

pelvheight <PELVIS_LENGTH>

thigh <UPPERLEG_LENGTH>

calf <LOWERLEG_LENGTH>

footheight <FOOT_HEIGHT>

footlength <FOOT_LENGTH>

where <units> is either millimeter OR inches (one MUST be specified)

and

HEAD_LENGTH is measured from the top of the head to bottom of the chin

NECK_LENGTH is measured from the base of the head to top of the spine

CLAV_LENGTH is the length of the clavicle or collar bone

UPPERARM_LENGTH is measured from the shoulder to the elbow

LOWERARM_LENGTH is the length from the elbow to the wrist

TORSO_LENGTH is the length of the entire spine, which will be broken into three links

PELVIS_HEIGHT is used to specify the distance between the base of the spine and the pelvis

PELVIS_LENGTH is measured from the right hip to the left hip

UPPERLEG_LENGTH is measured from the hip to the knee

LOWERLEG_LENGTH is measured from the knee to the ankle

FOOT_HEIGHT is measured from the ankle to the bottom of the foot

FOOT_LENGTH is measured from the heel to the base of the big toe

The names for body parts now correspond to biped naming conventions (that the user sees when clicking Biped parts).

All 12 body parts must be delineated.

Talent size information in a CSM file will be ignored if a Figure Structure file (*.fig) is specified in the Talent Definition area of the Biped Motion Capture Conversion Parameters dialog.

The <body part> <number> pairs may be specified in any order.

If a body part is missing, it will receive a large default dimension so that the user can visually see that these missing part dimensions need to be provided.

If a body part name cannot be identified due to a misspelling, its numerical value is skipped over as if it was a missing body part

$spinelinks [ integer ] OPTIONAL

Indicates how many links are desired in converted biped (default is 3, range is 2-3).

$order [name1 name2 name3 .....nameN ] REQUIRED

The order of the point/marker data is contained in the point section which follows. Each string name corresponds to a capture marker/point name. It is assumed that a value is provided for every point, not necessarily a measured marker, in every frame that is present. If there is any mismatch between the number of items contained in this $order section and the number of items in the $point section then it is assumed that the file has been incorrectly generated and the import will be aborted. Each marker is assumed to have 3 values X,Y and Z, specified in that order.

Note: Marker names can be of any length but must not contain commas (,).

Marker names should match Biped supported marker names by default. If custom marker names are used, they must be correlated to Biped-supported marker names using the Marker Name Mapping file (MNM), see below.

$points

[ firstframe#_integer name1_float_x      name1_float_y     name1_float_z

          name2_float_x         name2_float_y          name2_float_z

          name3_float_x         name3_float_y          name3_float_z

...       nameN_float_x         nameN_float_y          nameN_float_z ]

[ secondframe#_integer      name1_float_x           name1_float_y

          name1_float_z          name2_float_x           name2_float_y

          name2_float_z          name3_float_x           name3_float_y

          name3_float_z

          nameN_float_x          nameN_float_y           nameN_float_z ]

[ Nthframe#_integer name1_float_x       name1_float_y     name1_float_z

          name2_float_x          name2_float_y          name2_float_z

          name3_float_x          name3_float_y          name3_float_z

...       nameN_float_x          nameN_float_y          nameN_float_z ]

]      REQUIRED.

A list of the X Y Z translations of the markers defined in the $order section above, where the first item is the frame number automatically.

All data is specified in XYZ order.

All data is Z-up right-handed axis system.

The first frame number cannot be assumed to always be 1 (see firstframe= field).

The data section will be complete: it will contain a line for every frame between $firstframe and $lastframe, and frames will be ordered in ascending order.

Each frame is delimited with a carriage return or line feed (CR or LF).

The end of the $point section is reached either when the end of file is found or a new section indicator ($) is found.

Units are millimeters.

Handling Missing "dropout" marker data

Where a missing or invalid coordinate value exists in the captured data, the csm file should contain an empty field designated by the symbol DROPOUT. The presence of the DROPOUT symbol will not stop the import; the reader will simply skip to the next field. The DROPOUT symbol will replace the 3 XYZ values for the related marker at the current frame. That is, you do not need to use 3 DROPOUT symbols for X, Y, and Z.

Example:

$Order

RFIN RWRA RWRB LWRA RTHI RFWT RELB RKNE LWRB RTOE STRN LFWT LELB RANK CLAV RBWT RHEE RFHD RSHO LFHD LUPA LBWT LKNE LSHO C7 LTOE LANK LHEE LFIN RBHD LBHD T10

$Points

1  -615.870710 347.817731 951.389115  -597.964337 393.216718 1065.157889  -697.263315 439.700939 866.198188  -560.523739 543.521728 1064.977016  -704.859958 499.569721 726.202908  -769.069680 537.733809 983.041794  -827.491483 488.174757 1111.280365  -786.614308 501.559318 490.345226  -559.619377 667.057615 884.285434  -619.849904 416.911009 81.392605  -628.712654 649.874732 1246.934706  -565.769040 753.152904 953.378712  -472.438853 777.570685 1128.282376  -756.046863 511.326431 137.824811  -673.930768 684.421371 1359.618246  -917.385093 708.115662 955.730053  -740.491832 603.390511 50.282543  -766.175720 617.136817 1644.673235  -877.231408 652.045201 1457.289372  -643.363323 677.729090 1664.569206  -536.467702 871.443489 1305.718254  -770.878404 896.584761 960.613610  -721.861969 886.636776 478.769389  -644.810303 875.241811 1451.501453  -815.373028 832.194167 1505.763190  -717.521030 822.607926 82.477840  -829.481080 922.449522 142.889240  -930.950527 892.967312 58.602675  DROPOUT  DROPOUT  DROPOUT  DROPOUT

Additional Syntax Rules

Character Studio Marker Name File (MNM)

The Character Studio Marker Name file is used to match custom marker names in the CSM file with Biped's preset list of known, supported marker names. For a complete list of supported marker names, see above.

The general syntax of the MNM file consists of two columns of names.

The left column corresponds to Biped's known marker names.

The column on the right corresponds to the custom marker names stored in a specific CSM file.

There should be an entry for every custom CSM marker name in the CSM file. For completeness, all CSM markers can be listed and correlated to internal Biped names, even if the names are identical.

The listing below is an "identity" listing of fixed versus custom marker names files. The left and right columns are identical.

Optional (missing) marker name entries not in the CSM file can be omitted from the MNM marker file.

This list can be easily copied and modified with the right column for each unique motion capture session sample.

LFHD LFHD

LBHD LBHD

RBHD RBHD

RFHD RFHD

C7     C7

T10    T10

SACR SACR

CLAV CLAV

STRN STRN

LSHO LSHO

LELB LELB

LILB LILB

LWRE LWRE

LWRI LWRI

LFIN LFIN

RSHO RSHO

RELB RELB

RILB RILB

RWRE RWRE

RWRI RWRI

RFIN RFIN

LFWT LFWT

LBWT LBWT

RBWT RBWT

RFWT RFWT

LKNE LKNE

LKNI LKNI

LANK LANK

LHEL LHEL

LMT5 LMT5

LMTI LMTI

LTOE LTOE

RKNE RKNE

RKNI RKNI

RANK RANK

RHEL RHEL

RMT5 RMT5

RMTI RMTI

RTOE RTOE

Sample CSM and MNM

This section provides examples of a corresponding pair .csm and .mnm files: fashion1.csm and fashion.mnm.

It also provides a brief working sample, wendy.csm, which illustrates how to specify the talent size snytax.

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

fashion1.csm

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

$filename fashion1.csm

$capturedate 1998/01/31

$capturetime 23:31:59

$actor Bogy

$comments

This is a Character Studio CSM File

$firstframe 1

$lastframe 3

$spinelinks 3

$rate 60

$order

C7 CLAV LANK LBHD LBWT LELB LFHD LFIN LFWT LKNE LSHO LTOE LUPA LWRA LWRB RANK RBHD RBWT RELB RFHD RFIN RFWT RKNE RSHO RTHI RTOE RWRA RWRB STRN T10

$points

1 980.6 -2365.8 1541.3 1030.6 -2239.9 1492.1 967.3 -2427.5 181.8 936.2 -2330.1 1672.9 939.4 -2359.1 1109.3 782.9 -2263.3 1175.7 959.0 -2196.9 1753.8 762.3 -2135.1 862.6 949.3 -2187.2 1082.1 934.2 -2343.2 583.1 870.4 -2246.7 1525.4 1031.7 -2339.7 83.1 814.6 -2218.7 1318.8 799.4 -2132.3 993.7 729.2 -2230.2 966.5 1110.1 -2060.1 197.3 1066.8 -2351.6 1670.5 1114.0 -2391.4 1116.4 1290.5 -2574.6 1396.5 1105.7 -2231.2 1740.1 1217.5 -2369.8 1149.5 1159.8 -2233.6 1093.8 1138.8 -2119.2 605.9 1136.6 -2342.8 1564.9 1081.3 -2126.7 775.0 1065.2 -1944.5 112.2 1276.8 -2398.1 1271.2 1294.0 -2490.1 1183.6 1044.2 -2199.9 1395.9 988.1 -2404.3 1417.4

2 979.8 -2358.9 1540.1 1029.4 -2232.4 1489.5 966.5 -2426.7 181.8 936.2 -2322.0 1671.1 940.7 -2351.6 1107.3 783.9 -2249.8 1173.7 959.4 -2189.0 1752.6 767.9 -2113.2 863.4 948.9 -2177.9 1080.7 934.4 -2338.9 583.3 871.7 -2242.9 1523.4 1031.7 -2339.5 82.9 814.6 -2207.6 1317.8 803.3 -2113.8 994.5 732.4 -2209.8 964.1 1108.3 -2039.1 197.5 1067.2 -2343.2 1669.3 1115.0 -2382.1 1115.0 1292.6 -2563.1 1400.3 1106.5 -2223.7 1738.5 1212.0 -2367.2 1155.5 1162.2 -2222.1 1093.8 1140.2 -2119.4 601.9 1135.4 -2334.3 1563.9 1079.9 -2109.1 774.4 1064.5 -1921.3 116.0 1278.4 -2396.2 1273.8 1284.5 -2483.4 1186.2 1043.6 -2192.5 1394.0 987.5 -2397.7 1415.2

3 979.6 -2351.7 1539.3 1029.2 -2224.5 1487.1 966.1 -2426.1 181.6 936.4 -2313.5 1669.3 942.7 -2343.0 1105.1 784.3 -2236.2 1171.7 959.4 -2180.8 1750.6 773.8 -2090.6 864.4 949.3 -2168.6 1078.7 934.2 -2334.3 582.5 871.3 -2235.2 1521.8 1031.3 -2339.1 82.5 814.4 -2196.5 1315.4 808.1 -2095.0 995.7 736.1 -2189.2 962.5 1107.1 -2019.5 197.9 1067.8 -2334.5 1668.0 1116.2 -2372.6 1113.2 1294.4 -2555.6 1402.1 1105.7 -2214.4 1736.9 1206.2 -2358.5 1162.0 1163.4 -2214.2 1091.6 1140.2 -2115.6 598.3 1134.8 -2325.0 1562.3 1080.3 -2088.1 776.8 1058.9 -1897.7 119.9 1279.2 -2387.4 1276.6 1275.4 -2474.9 1189.0 1042.8 -2185.0 1391.8 987.7 -2391.0 1415.2

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

fashion.nmn

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

LFHD LFHD

LBHD LBHD

RBHD RBHD

RFHD RFHD

C7 C7

T10 T10

SACR SACR

CLAV CLAV

STRN STRN

LSHO LSHO

LELB LELB

LILB LILB

LWRE LWRA

LWRI LWRB

LFIN LFIN

RSHO RSHO

RELB RELB

RILB RILB

RWRE RWRA

RWRI RWRB

RFIN RFIN

LFWT LFWT

LBWT LBWT

RBWT RBWT

RFWT RFWT

LKNE LKNE

LKNI LKNI

LANK LANK

LHEL LHEL

LMT5 LMT5

LMTI LMTI

LTOE LTOE

RKNE RKNE

RKNI RKNI

RANK RANK

RHEL RHEL

RMT5 RMT5

RMTI RMTI

RTOE RTOE

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

wendy.csm

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

$Filename wendy.wave.csm

$Date 1998/06/11

$Time 11:49:30

$Actor wendy

$Comments

Motion capture data from Vicon

Talent measurements are:

HEAD_LENGTH

NECK_LENGTH

CLAV_LENGTH

UPPERARM_LENGTH

LOWERARM_LENGTH

TORSO_LENGTH

PELVIS_HEIGHT

PELVIS_LENGTH

UPPERLEG_LENGTH

LOWERLEG_LENGTH

FOOT_HEIGHT

FOOT_LENGTH

$FirstFrame 12

$LastFrame 300

$Rate 25.000

$Talent inches head 6.9 neck 2.6 clavicle 4.0 upperarm 10.7 forearm 10.7 spine 15.8 pelvheight 4.0 pelvlength 8.0 thigh 18.0 calf 16.5 footheight 5.0 footlength 7.0

$Order

LFHD RFHD LBHD RBHD C7 T10 CLAV STRN LSHO RSHO LELB RELB LWRI RWRI LWRE RWRE LFIN RFIN LBWT RBWT LFWT RFWT LKNE RKNE LANK RANK LTOE RTOE

$Points

12  -1085.844924 34.741794 1419.824995  -1083.878407 -104.061504 1430.149208  -1230.220018 34.577917 1352.144048  -1217.929290 -110.780436 1357.224216  -1273.155631 -49.490668 1238.741590  -1353.455060 -52.768196 1114.359415  -1121.897728 -46.213140 1155.984016  -1124.355874 -51.457185 1048.972737  -1184.826260 118.646502 1217.929290  -1177.779575 -202.387335 1229.072884  -1445.061958 188.293966 1038.648525  -1211.538111 -313.823276 915.085731  -1504.549086 192.882505 814.465631  -1027.341054 -303.499064 794.472712  -1454.075160 231.885084 815.612766  -992.599261 -327.425016 844.946638  -1515.364927 169.448182 714.992666  -926.884831 -271.543169 793.489454  -1439.981791 72.105609 847.404784  -1462.924484 -133.559253 853.304334  -1274.794395 69.647463 786.934398  -1301.178493 -170.595316 793.653330  -1072.079307 97.506449 481.796570  -1454.402912 -175.183855 341.354509  -1278.563552 46.049264 147.324870  -1801.329218 -116.188357 136.345152  -1137.302108 8.029943 66.533812  -1686.779626 -114.057964 34.086288

13  -1014.067067 35.069546 1436.868139  -1011.608921 -102.422740 1444.078700  -1155.328511 36.216681 1368.859440  -1145.823680 -107.994537 1371.809215  -1198.919629 -52.768196 1255.456982  -1275.941530 -61.453644 1129.763795  -1049.300490 -40.149714 1174.502048  -1047.170097 -45.557635 1067.654645  -1115.834302 118.318750 1238.905467  -1092.399979 -195.668403 1253.654341  -1356.896464 174.200597 1085.025542  -1149.592837 -335.127206 952.777299  -1439.490161 188.949471 860.187142  -914.921855 -279.245359 833.639168  -1400.487582 238.604016 862.317535  -905.744777 -316.609175 876.247028  -1447.356228 176.494866 755.634009  -844.127257 -260.891204 823.314956  -1356.240958 68.500329 872.641747  -1373.447978 -137.492287 878.377421  -1196.461483 64.239543 805.780183  -1223.664963 -178.625259 802.338778  -999.973698 98.981336 493.595670  -1435.557128 -173.708968 365.116585  -1139.596378 35.233423 128.151333  -1777.403266 -122.087906 150.930150  -988.993980 2.785899 72.433362  -1686.124120 -114.057964 33.758535

14  -939.994941 36.544434 1454.566789  -938.028425 -100.128471 1458.335946  -1078.306610 38.838703 1386.066460  -1073.226442 -104.225381 1388.852359  -1122.880987 -53.423701 1273.483384  -1195.969854 -69.155834 1144.512669  -972.934095 -32.119771 1194.658843  -965.559657 -36.708310 1090.269586  -1046.022962 118.154873 1257.915127  -1008.495270 -184.360933 1280.366192  -1299.539729 165.187396 1114.359415  -1126.486267 -369.869000 1006.201001  -1361.321126 192.554752 882.965960  -840.358100 -265.643619 847.404784  -1325.104445 242.864802 894.928936  -833.475292 -308.087603 892.470790  -1360.501744 192.554752 781.854230  -780.379343 -249.583734 829.870011  -1270.697485 60.962015 887.882251  -1282.004956 -145.194477 893.454048  -1112.065145 57.028982 822.495574  -1136.646603 -185.016438 813.646249  -931.309493 99.636842 495.726063  -1398.848818 -171.742451 395.761469  -1035.862626 25.400840 114.713469  -1732.828890 -131.756613 168.464923  -878.705174 2.785899 73.088867  -1676.291537 -114.057964 29.169996

15  -863.300794 38.674827 1468.496281  -863.628546 -97.834202 1469.151787  -998.498811 42.116231 1399.504324  -1000.301451 -98.817460 1401.306964  -1046.514591 -52.112690 1285.610236  -1115.834302 -73.908249 1152.378736  -893.454048 -22.942694 1210.718729  -880.671690 -28.350615 1108.623741  -977.522634 119.957513 1266.764452  -926.065449 -173.872844 1297.900965  -1240.871983 158.468464 1115.834302  -1105.346213 -398.219614 1047.661726  -1269.058722 199.273684 881.654949  -794.636588 -263.840979 844.946638  -1236.283445 247.125588 902.958879  -776.446310 -305.793333 891.487532  -1257.915127 213.039300 787.753780  -731.708057 -243.356431 816.596024  -1182.859743 52.440443 899.517475  -1188.267664 -154.043801 904.925395  -1027.013302 52.440443 833.803044  -1045.531333 -188.621719 823.806585  -869.200343 98.325831 486.221233  -1332.315006 -175.019979 416.737646  -974.408982 15.896009 104.225381  -1663.181426 -144.211218 187.966213  -813.482373 1.147135 62.600779  -1648.760304 -107.502908 26.711851

16  -786.115016 42.116231 1475.215213  -788.737039 -93.901168 1473.740326  -918.199382 47.032522 1405.567750  -923.771179 -90.951393 1403.437357  -964.740276 -48.343533 1286.921247  -1036.518132 -75.547013 1153.361994  -812.499114 -15.732133 1215.798897  -796.275352 -22.451065 1114.359415  -909.350058 123.890547 1263.159172  -844.782762 -169.939811 1300.195235  -1162.375195 155.518689 1086.008800  -1018.491730 -387.567649 1046.678468  -1156.803398 204.845481 855.106974  -764.974963 -273.673562 827.739618  -1131.238682 252.533509 882.474331  -732.691315 -312.512265 871.002984  -1134.352333 229.754691 770.055131  -698.768903 -251.714127 786.770522  -1099.446664 44.574377 905.253148  -1099.118911 -162.565373 909.677810  -943.927975 51.129432 837.408325  -955.563198 -189.604977 828.395124  -818.398664 92.754034 465.736685  -1229.892266 -182.066663 411.493601  -951.794041 8.849325 95.703809  -1569.116382 -158.468464 211.236660  -792.342319 -8.029943 47.032522  -1586.651155 -99.636842 40.641343

17  -708.437610 46.540893 1474.887460  -713.190025 -89.312630 1471.609933  -837.080572 53.259825 1402.126346  -845.438268 -82.593698 1396.390672  -883.621465 -46.213140 1279.219057  -957.365838 -74.727631 1150.084466  -730.724798 -11.799100 1210.227100  -713.517778 -19.829043 1107.148854  -837.572201 127.331951 1250.049061  -763.827828 -171.250822 1289.543270  -1066.343634 160.434980 1035.043244  -897.550958 -354.300743 1021.769257  -1017.672348 206.156492 815.121136  -737.607607 -289.733448 800.536138  -999.645945 255.974913 845.438268  -692.869354 -326.441758 837.572201  -979.325274 233.032219 739.246370  -678.284355 -278.262101 751.373223  -1022.752516 38.838703 905.253148  -1017.836224 -170.267563 904.269890  -865.922816 50.146174 833.475292  -869.200343 -189.113348 825.117596  -773.824288 80.791058 439.516463  -1097.971776 -188.457842 386.912144  -948.188761 3.769157 91.115270  -1455.550047 -172.397956 240.570532  -788.900915 -17.043144 39.494209  -1482.589651 -111.927571 68.336452

18  -630.596328 50.146174 1470.135045  -636.332001 -85.871225 1465.710383  -756.125638 58.012240 1392.457639  -765.630468 -77.513530 1386.721966  -804.305295 -44.410500 1268.894845  -877.558039 -71.941733 1145.168175  -648.786606 -12.454605 1199.575135  -632.890597 -22.123312 1094.530372  -759.567042 129.462344 1234.480804  -685.167164 -174.036720 1277.088664  -953.596681 170.595316 979.653027  -806.763441 -332.013555 1007.184259  -848.551919 200.093065 782.181983  -707.782105 -310.873501 779.068332  -835.933437 251.714127 813.974002  -656.324920 -345.451419 805.452430  -790.703555 219.758232 719.745081  -666.485256 -315.953669 727.283394  -951.466288 33.922412 902.631126  -942.125334 -178.133630 892.143037  -799.061251 50.801679 824.953720  -788.409286 -188.621719 817.251529  -728.922158 68.008700 419.523544  -947.041626 -196.323909 362.986192  -945.402862 1.474887 92.754034  -1316.746749 -184.360933 265.151990  -787.589904 -19.501290 38.019321  -1338.542309 -143.719589 89.640382

 

 

 


Comments < p>3Ds Max Tutorials

Using character studio
Introduction
Creating a Biped Character
Creating Freeform Animations
Customizing Biped Character in Figure Mode
Creating Footstep Animations
Advanced Biped Features
Importing Motion Capture Data
Filtering Motion Capture and Marker Data
Using Motion Flow Mode to Combine Animations
Getting Started with Physique
Crowd Animations

Keyboard Shortcuts in character studio
Facial Animation with character studio

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