blender-motion-capture
SKILL.md
Blender Motion Capture
Overview
Import, process, and retarget motion capture data in Blender using Python. Work with BVH/FBX mocap files, track camera and object motion from video footage, solve 3D camera paths, and clean up animation data — all scriptable from the terminal.
Instructions
1. Import BVH motion capture files
import bpy
bpy.ops.import_anim.bvh(
filepath="/path/to/mocap.bvh",
target='ARMATURE',
global_scale=1.0,
frame_start=1,
use_fps_scale=False,
rotate_mode='NATIVE',
axis_forward='-Z', axis_up='Y'
)
armature = bpy.context.active_object
action = armature.animation_data.action
print(f"Imported: {armature.name}, Bones: {len(armature.data.bones)}, Frames: {action.frame_range}")
2. Import FBX with animation
bpy.ops.import_scene.fbx(
filepath="/path/to/mocap.fbx",
use_anim=True,
ignore_leaf_bones=True,
automatic_bone_orientation=True,
primary_bone_axis='Y', secondary_bone_axis='X'
)
3. Retarget motion between armatures
from mathutils import Matrix
def retarget_motion(source_armature, target_armature, bone_mapping):
"""Retarget animation using a bone name mapping: {target_bone: source_bone}"""
source_action = source_armature.animation_data.action
frame_start, frame_end = int(source_action.frame_range[0]), int(source_action.frame_range[1])
if not target_armature.animation_data:
target_armature.animation_data_create()
new_action = bpy.data.actions.new(f"{source_action.name}_retarget")
target_armature.animation_data.action = new_action
for frame in range(frame_start, frame_end + 1):
bpy.context.scene.frame_set(frame)
for tgt_name, src_name in bone_mapping.items():
src = source_armature.pose.bones.get(src_name)
tgt = target_armature.pose.bones.get(tgt_name)
if not src or not tgt:
continue
tgt.rotation_quaternion = src.rotation_quaternion
tgt.keyframe_insert(data_path="rotation_quaternion", frame=frame)
# Copy location for root bone only
if src_name == list(bone_mapping.values())[0]:
tgt.location = src.location
tgt.keyframe_insert(data_path="location", frame=frame)
# Example Mixamo → Rigify mapping
mapping = {
"spine": "mixamorig:Hips", "spine.001": "mixamorig:Spine",
"spine.004": "mixamorig:Neck", "spine.006": "mixamorig:Head",
"upper_arm.L": "mixamorig:LeftArm", "forearm.L": "mixamorig:LeftForeArm",
"upper_arm.R": "mixamorig:RightArm", "forearm.R": "mixamorig:RightForeArm",
"thigh.L": "mixamorig:LeftUpLeg", "shin.L": "mixamorig:LeftLeg",
"thigh.R": "mixamorig:RightUpLeg", "shin.R": "mixamorig:RightLeg",
}
4. Clean up motion capture data
def decimate_fcurve(fcurve, factor=0.5):
"""Remove keyframes to reduce data while keeping shape."""
points = fcurve.keyframe_points
total = len(points)
keep_every = max(1, int(1.0 / factor))
remove_indices = [i for i in range(total) if i % keep_every != 0 and i != 0 and i != total - 1]
for i in reversed(remove_indices):
points.remove(points[i])
armature = bpy.context.active_object
action = armature.animation_data.action
for fcurve in action.fcurves:
decimate_fcurve(fcurve, factor=0.5)
fcurve.update()
5. Video motion tracking and camera solve
# Load footage
clip = bpy.data.movieclips.load("/path/to/footage.mp4")
scene = bpy.context.scene
scene.active_clip = clip
# Configure tracking
tracking = clip.tracking
settings = tracking.settings
settings.default_pattern_size = 21
settings.default_search_size = 71
settings.default_motion_model = 'AFFINE'
# Camera settings for solving
camera = tracking.camera
camera.sensor_width = 36.0
camera.focal_length = 50.0
# Solve camera motion
bpy.ops.clip.solve_camera()
solve_error = tracking.reconstruction.average_error
print(f"Solve error: {solve_error:.4f} px ({'Good' if solve_error < 0.5 else 'Needs refinement'})")
# Set up scene from solved data
bpy.ops.clip.setup_tracking_scene()
6. Apply tracked motion to objects
obj = bpy.data.objects["MyObject"]
constraint = obj.constraints.new(type='FOLLOW_TRACK')
constraint.clip = clip
constraint.track = tracking.tracks["Marker_01"]
constraint.use_3d_position = True
constraint.camera = scene.camera
# Bake constraint to keyframes
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
bpy.ops.nla.bake(
frame_start=1, frame_end=clip.frame_duration,
only_selected=True, visual_keying=True,
clear_constraints=True, bake_types={'OBJECT'}
)
7. Export animation data
# Export as BVH
bpy.ops.export_anim.bvh(
filepath="/tmp/output_mocap.bvh",
frame_start=int(action.frame_range[0]),
frame_end=int(action.frame_range[1]),
rotate_mode='NATIVE'
)
# Export as FBX with baked animation
bpy.ops.export_scene.fbx(
filepath="/tmp/output_anim.fbx",
use_selection=True, bake_anim=True,
bake_anim_use_all_bones=True, add_leaf_bones=False
)
Examples
Example 1: Batch scan mocap library
User request: "Import all BVH files from a folder, list bone counts and frame ranges"
import bpy, glob, os
for filepath in sorted(glob.glob("/path/to/mocap_library/*.bvh")):
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.ops.import_anim.bvh(filepath=filepath, target='ARMATURE', global_scale=0.01, frame_start=1)
arm = bpy.context.active_object
if arm and arm.animation_data:
action = arm.animation_data.action
duration = (action.frame_range[1] - action.frame_range[0]) / bpy.context.scene.render.fps
print(f"{os.path.basename(filepath)}: {len(arm.data.bones)} bones, {duration:.1f}s")
Run: blender --background --python scan_mocap.py
Example 2: Apply mocap to character and render
User request: "Import a BVH file, apply it to my rigged character, and render a preview"
import bpy
bpy.ops.wm.open_mainfile(filepath="/path/to/character.blend")
char_armature = bpy.data.objects["Armature"]
bpy.ops.import_anim.bvh(filepath="/path/to/walk_cycle.bvh", target='ARMATURE', global_scale=0.01)
mocap_armature = bpy.context.active_object
mocap_action = mocap_armature.animation_data.action
# Transfer action (works when bone names match)
if not char_armature.animation_data:
char_armature.animation_data_create()
char_armature.animation_data.action = mocap_action
# Remove temp armature, set frame range, add camera, render
bpy.data.objects.remove(mocap_armature)
scene = bpy.context.scene
scene.frame_start, scene.frame_end = int(mocap_action.frame_range[0]), int(mocap_action.frame_range[1])
scene.render.filepath = "/tmp/mocap_preview/frame_"
bpy.ops.render.render(animation=True)
Guidelines
- BVH is simplest (plain text with hierarchy + motion). FBX supports richer data (blend shapes, multiple takes).
- Scale matters: BVH files often use centimeters. Set
global_scale=0.01for cm-based files. - Bone name matching is critical for retargeting. Build a mapping dictionary for each source format.
- For retargeting, copy rotations for all bones but only location for the root/hip bone.
- Clean up imported mocap by decimating keyframes — raw mocap has every-frame keys, making editing difficult.
- Camera solve quality depends on marker count and distribution. Use 8+ well-distributed markers, keep error below 0.5px.
- Use
bpy.ops.nla.bake()to convert constraints to keyframes for export. - Always export with
bake_anim=Truein FBX to flatten NLA strips and constraints.
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