Path: chuka.playstation.co.uk!news
From: Peter Passmore
Newsgroups: scee.yaroze.programming.3d_graphics
Subject: Motion capture
Date: Sat, 22 Aug 1998 20:51:27 +0100
Organization: PlayStation Net Yaroze (SCEE)
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During our second short course two cool guys, Roy Bailey and Lee Spring,
found some motion capture data on the web and started work on applying
it to a model of theirs. They didn't manage to get it done in a day and
so they moved on to working on dynamic TMD's. Look out for some hot
demos from these guys in the coming months ...
I couldn't resist trying to get motion capture data into the PSX, so I
did. The data comes from:
Jeff Lander
jeffl@darwin3d.com
www.darwin3d.com/gamedev.htm
where you will find an opengl previewer and other very useful stuff
about quaternions and other topics.
motcap.zip contains a dos c program with source that converts Biovision
(.bva) format motion captures files into a include file to be used on
the PSX. Five motion capture .bva files are included, you can probably
find more if you search the web, but I don't guarentee my utility will
convert them ok (but I included the source). To run the different motion
capture files type:
bva2psx thefile.bva
and then make clean, and then make. Then run siocons auto. The L1, L2,
R1, and R2 buttons give different views of the object. I gave the actor
a teapot head but just used a box for the other bones. I don't know
whether the pivot points are correct but the animation looks similar to
the original.
I included the source of the PSX program which is especially designed to
upset CW users. Maybe somebody will convert it to CW for Mac and other
CW users (Paul?).
motcap.zip can be found from:
http://www.netyaroze-europe.com/~middx_uni/
BTW: the second short course went very well (though where are those
demos guys?) and we will be running a final one 21-25 September.