Video Renderer for 3D VR180, VR360 and Flat 2D & Audio + BVH Animation Recorder

Plugins Video Renderer for 3D VR180, VR360 and Flat 2D & Audio + BVH Animation Recorder

Danke für den Bericht, das sollte behoben sein. Bitte beachten Sie auch, dass sich "Sekunden zum Aufnehmen" bei Verwendung der Pause-Funktion derzeit auf die Länge des gesamten Videos bezieht und nicht auf einen Abschnitt davon bei Verwendung der Pause/Wiederaufnahme. Wenn Sie also zum Beispiel volle 10 Sekunden aufnehmen, wird die Nachricht angezeigt und Sie haben die Möglichkeit, die Aufnahmesekunden auf 20 zu erhöhen, wenn Sie danach weitere 10 Sekunden anhängen möchten, oder mit 20 beginnen und nach 10 Sekunden aufhören für Beispiel

Bitte lesen Sie die Hauptseite des Plugins, die angibt, wie Sie mit Avidemux ein Video aus den Frames erstellen. Auch Flat nimmt normales 2D-Video auf, nicht VR

Bitte kopieren Sie alle Fehlermeldungen hier. Sie brauchen die Shadersource-Dateien nicht, sie sind für Programmierer.
[/ZITIEREN]
Thank you
 
Eosin updated Video and Image Renderer for 3D VR180 and VR360 and Flat 2D, With Audio with a new update entry:

v14: BVH animation recording and export

- Added BVH animation export so you can edit and utilize VaM mocap, behavior and animations externally.
- The export respects all bone morphs on the rig and you get a 1:1 match with VaM obj export T-pose and can reimport via BVH player
- When exporting to Blender, you need to set BVH import coordinate system to Y up, -Z forward.
>>> I recommend the Enhanced BVH plugin for Blender, which can export BVH to a different coordinate system (such as VaM) and also apply imported BVH to an existing...

Read the rest of this update entry...
 
The BVH export is not completely accurate, I exported the skinned mesh directly from VAM to see if everything was well aligned but it is not the case,
Hand.PNG
feet.PNG

is there a way to fix this?
 
The BVH export is not completely accurate, I exported the skinned mesh directly from VAM to see if everything was well aligned but it is not the case, View attachment 84228 View attachment 84229
is there a way to fix this?
Is it still misaligned if you move the skeleton or model to match them up? The origins of BVH and OBJ will not match up automatically on import but they should overlap perfectly when you move them into position. In your case it appears that the skeleton is just positioned too low? The terminal bones such as terminal finger bones and toes can be slightly off because they are (poorly) reconstructed from their colliders, as the end site is not part of the in-game skeleton from what I can tell, but you can fix them up manually to point to the fingertip. Also make sure you are using the plain obj and not the one with "skinned" in the filename, and adjust skeleton in edit mode (rest pose T-pose). If the skeleton doesn't fit the model at all, it would be helpful to provide the model you are using.
 
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I think I described my problem wrong when I import bvh in blender on a basic genesis 2 model which in vam is configured to be the same at the level of morphs, the position is not exactly the same it is noticeable especially on the arms and hands

2.PNG
1.PNG
 
Hello again
As usual, I created a new scene and used your plugin. However, when I start recording, the animation speed doesn't slow down and it doesn't work.
I changed settings for assets, person, cloting, and plugins and tried again, but it didn't work.o_O
why idk?
btw take my money plz?
 
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I think I described my problem wrong when I import bvh in blender on a basic genesis 2 model which in vam is configured to be the same at the level of morphs, the position is not exactly the same it is noticeable especially on the arms and hands

View attachment 84859View attachment 84860
Thank you, I tried your pose and I can confirm that the BVH result is wrong. Sorry for the poor functionality. However I don't know the cause yet or solution. I will try to figure it out.
Hello again
As usual, I created a new scene and used your plugin. However, when I start recording, the animation speed doesn't slow down and it doesn't work.
I changed settings for assets, person, cloting, and plugins and tried again, but it didn't work.o_O
why idk?
btw take my money plz?
Does it work on an empty scene with just a person added? Perhaps there is some incompatibility with a plugin?
 
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Thank you, I tried your pose and I can confirm that the BVH result is wrong. Sorry for the poor functionality. However I don't know the cause yet or solution. I will try to figure it out.

Does it work on an empty scene with just a person added? Perhaps there is some incompatibility with a plugin?
I tried again with only the person and the timeline, but the result was the same.
I exported the animation and recreated the scene . it worked.
I don't know the cause.:unsure:
thanks for your reply?
 
Eosin updated Video Renderer for 3D VR180, VR360 and Flat 2D & Audio + BVH Animation Recorder with a new update entry:

v15: Fixed BVH export

- Fixed BVH exported poses being inaccurate especially on the arms, hands and spine
- Fixed end sites of fingers, toes, breasts and face being misaligned with model in BVH export
- Added option to export BVH with unoriented rest pose if intention is to later reimport a modified motion with VAM BVH player
Explanation: The DAZ-type BVH rest pose (bind pose with relaxed arms) is different from the VAM/DAZ zero-rotation internal rest pose (axis-aligned T-pose). VAM BVH player currently does not...

Read the rest of this update entry...
 
Excellent plugin! (y)
Do you think it would be possible to create a video player that could play VR video inside VAM? It'd be cool to play a scene where you have a prerecorded vr video playing in the background and real-time interactive stuff on top of that. If possible, you could e.g have a high quality background video to ground you in the scene and produce a nice looking environment at a minimal performance cost, leaving only physics and lighting on 1-2 person atoms to be rendered in real time. You could use triggers to change which video is playing or jump to a timecode, which would enable prerendered videos to be part of a scene's "story flow" etc.
 
Excellent plugin! (y)
Do you think it would be possible to create a video player that could play VR video inside VAM? It'd be cool to play a scene where you have a prerecorded vr video playing in the background and real-time interactive stuff on top of that. If possible, you could e.g have a high quality background video to ground you in the scene and produce a nice looking environment at a minimal performance cost, leaving only physics and lighting on 1-2 person atoms to be rendered in real time. You could use triggers to change which video is playing or jump to a timecode, which would enable prerendered videos to be part of a scene's "story flow" etc.
Hello, thank you. Yes, in fact I prototyped such a plugin but didn't release it because I didn't see much use for it. My thought was that most VR videos have a lot going on so any kind of in-game content would just conflict with the video content and compete for attention in a distracting way. Additional problems being the lack of positional movement, real-life 3D VR videos all being only 180 degrees, and lighting/shading mismatch. So it would force the user to just sit in one spot facing forward; at that point the opportunities for game interaction seem very limited, and any passive experience could then be realized just as well as a VR video in its own right. I was thinking mostly about XR opportunities with superimposing the game onto real-life VR footage in real time, not so much rendered VR videos. So I could consider it for the future.
 
Hello, thank you. Yes, in fact I prototyped such a plugin but didn't release it because I didn't see much use for it. My thought was that most VR videos have a lot going on so any kind of in-game content would just conflict with the video content and compete for attention in a distracting way. Additional problems being the lack of positional movement, real-life 3D VR videos all being only 180 degrees, and lighting/shading mismatch. So it would force the user to just sit in one spot facing forward; at that point the opportunities for game interaction seem very limited, and any passive experience could then be realized just as well as a VR video in its own right. I was thinking mostly about XR opportunities with superimposing the game onto real-life VR footage in real time, not so much rendered VR videos. So I could consider it for the future.
I think a prerendered 3d vr 180deg environment would be 100x better for grouding the scene in a sense of reality compared to, say, the flat HDRI sky spheres we have for skyboxes in VAM. And compared to rendering the same scene in real time, performance would so much better that it'd basically enable visual quality in environments that is currently just not possible.

Even just a VR photo of the scene would be pretty good :D Wouldn't have to be a whole scene with tons of animation etc
 
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Hello, thank you. Yes, in fact I prototyped such a plugin but didn't release it because I didn't see much use for it. My thought was that most VR videos have a lot going on so any kind of in-game content would just conflict with the video content and compete for attention in a distracting way. Additional problems being the lack of positional movement, real-life 3D VR videos all being only 180 degrees, and lighting/shading mismatch. So it would force the user to just sit in one spot facing forward; at that point the opportunities for game interaction seem very limited, and any passive experience could then be realized just as well as a VR video in its own right. I was thinking mostly about XR opportunities with superimposing the game onto real-life VR footage in real time, not so much rendered VR videos. So I could consider it for the future.

Could that plugin be used for an animated global illumination / skybox?

The best example of a use I can think of is a car driving at night.
With some adjustment for color etc a video like this for example
- might be usable for some global illumination of the car interior.

Haven't found an example but a 360 view of a busy street at night with cars driving by would definitely be great for global illumination (I think?) of any scene by a busy roadside.

Or an indoor scene fire in the fireplace and blinking christmas lights

You get the idea.

I think it would be wonderful as a separate plugin.

One feature I would recommend immediately would be the ability to control seek location in the video with timelapse animation. That makes the animation more useful and dynamic even if it's not very long.

The animation control would be useful for something like tight control of a nightclub scene. Someone could "bake" animated lighting into a 2D 360 video using your plugin or Blender or whatever.

Then use that video of animated lights as a choreographed global illumination. Timelapse can move the video backwards, forwards, change speed and seek to different areas.

Could this help bring nuance in the lighting with fewer animated light sources or not needing to animate a light source at all?

Thanks for the awesome work!
 
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I think a prerendered 3d vr 180deg environment would be 100x better for grouding the scene in a sense of reality compared to, say, the flat HDRI sky spheres we have for skyboxes in VAM. And compared to rendering the same scene in real time, performance would so much better compared to real time rendering that it'd basically enable visual quality in environments that is currently just not possible.

Even just a VR photo of the scene would be pretty good :D Wouldn't have to be a whole scene with tons of animation etc

You and I have close to the same idea I think with regards to HDRI skyboxes. You beat me to typing it!
 
Could you please provide details on how exactly to export BVH through your plugin? I have the walkoncross blender plug-in.
 
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Could you please provide details on how exactly to export BVH through your plugin? I have the walkoncross blender plug-in.
Hi, just set render mode to BVH, sorry it's a little hidden. The files will be in the same folder as any other, one for each character
 
Hi!
Does it work with "Subsurface Scattering Skin" plugin for anyone?
I can't make it work, the Subsurface Scattering Skin effect is not visible :unsure:
 
How do we actually record mocap as BVH to reimport in VAM for BVH player? WHen I do it the imported mocap looks really really bad
 
Thank you for the awesome plugin.

I would like to easily use this for POV 180 video. Is there an easy way to make the plugin latch to camera location? Or possibly some other way to do this?
 
amazing plugin.
but once i add a reflective glass it gives nothing in screenshots/video rendering. also, can i get subsurface scattering to work with this somehow?
 
How can i let empty atom with this plugin get the windows display ?
if can i will render flat media.
 
I have a bug with bubble text timer and animation timeline. Bubble text is showed for 6 seconds but it disappears after 1 second when I record video in 360 mono.
 
Hello, I'm super new to actually using virtamate properly let alone this plugin. I recorded a video in 4k at 60hz and it was about the same video quality + framerate as I'd see in live processing using my rift S. I went desktop mode and recorded a videos (180 view, NOT in panoramic which crashes virtamate every time) in both 4k at 60hz and 8k and 120hz (the latter using post processing). The 4k one looked decent, 8k a little better but not significantly so, not like some of the stuff i've seen exported and loaded to pornhub etc. But, and the framerate is terrible. Like a 3 second cowgirl thrust took like 8 seconds. The audio didn't sound slowed down though to match for some reason. I'm sure I'm doing something wrong but not sure what. I'm compiling in avidemux. I'm compiling in mpeg4 x264 / MKV output on default settings.

As I said I'm a n00b all things considered for virtamate and have zero video (let alone 3d) video editing experience. If I can get a friendly link to a thread from one of those homies on pornhub who export to videogame cinematic level quality running at full speed with all their settings listed I'm happy to read and experiment more.

For what it's worth, running a 3070 standard, 64gb 3200mhz ram, sn850 SSD, i9-11900KF, with some moderate overclocking.
 
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