Advertisement

You're blocking ads, which pay for BlenderNation. Read about other ways to support us.

Blenderella Dance

32

By BlenderDeRendering.

Motion Capture & Music Data: Perfume Global
Model: Blenderella by Angela Guenette
Software: Blender

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

32 Comments

  1. Very nicely done. My only nitpick would be that when executing those fast motions there will always be some rebound effect and the rest of the body will move a tiny bit in the opposite direction(unless close to a static points e.g. legs on the ground)

  2. Yes, excellent, but stepping through the scene before rendering to check intersections would have really put this on a whole different level!  Still, that's easy enough to fix, so looking forward to more! :)

  3. If this is clean motion capture without editing than I am more than amazed by the result - this means that motion capture is already usable in Blender, which is what I was waiting for! However, how is the data captured? With what motion capture system?

  4. It does look like comparatively untrimmed mocap.  The body has no "mass" - there's no inertia, there's no follow through or overshoot.  The limb penetration issues have already been discussed, but the waist movement just felt wrong too - possibly a rigging issue?  Also with movement as violent as that her breasts would move too, no matter how restraining her bra was.

    Good mocap, good modelling, but definitely needs work to make it live.

      • Well, the clothing looks like it's painted on, too.  If you didn't like my comment on her breasts you would have hated that comment, Zecc! 
        Hair is a whole other world.  Blender isn't particularly good at handling hair, so I didn't bother commenting.  However if it concerns you, here goes.  The hair looks like a plastic thing stuck to her head.  Mesh deformation would probably have helped to make it look more natural.  It's certainly not effective even as stylized hair at the moment.

        •  I never said I didn't like your comment, I just found it funny that you mentioned something I didn't particularly notice rather than something that was in my opinion much more obvious.

  5. If anything could have added more realism it would be the ponytail. Perhaps one or two capture points / marker thingies (no idea what they're called) could have been put on the ponytail - that rigid hair reminded me of a Spitting Image puppet :-)

    • Oh man, PONYTAILS ?! Really?
      I'm so sick of ponytails in animations.
      C'mon, it's 2012, not the 90s of the previous century.

  6. Despite the
    criticisms ànd
    the
    intersections MoCap is the future I think ... If THIS is a START, what can we expect within a few years ?

  7. This sucks. What's the point of using mocap if at least some of the time saved in keyframe animation is not spent polishing it?
    Blender can read mocap data,it's not new. We have an addon by Benjy Cook to facilitate adapting rigs too.
    But this is like showing a test of the wind simulation with some random objects and the default setup.

  8. After watching this I have a new found level of respect for the animators at companies like WETA if this what they start with than they do a heck of a lot to make it believable.

    I think this could have used more intervention from an animator.

  9. It looks great , but I think they should say its Motion capture , and I thinks it should be somle tweeking here and their because we can see some intersections , dont get me wrong its great I like it , but it needs a toutch :)

Leave A Reply

To add a profile picture to your message, register your email address with Gravatar.com. To protect your email address, create an account on BlenderNation and log in when posting a message.

Advertisement

×