-is meant to create animations
-supports Armatures and constraints
-supports Motion Capture files
-allows to associate 3D shapes to the MoCap files,
it provides an original approach for the study of biomechanics.
To be influenced by the armature, the 3D objects are usually parented to the armature.
As these parenthood relationships are already used to represent the hierarchy of anatomical structures in the main file -because this is how a hierarchy can be exported from Blender to Unity- the anatomy and the biomechanics had to be separated.
You will find the 'Biomechanics Blender.7z' file, containing the armature, a series of positions and a few .bvh animations on the 'Atlas' page of this website, beneath the App.
Constraints were added to limit the body in physiologically coherent positions.
A system has been developed to automate the animation of the whole skeleton using .bvh files (standard Motion Capture format).
The reproduction of the physiological movements in Blender implies a good understanding of the biomechanics and of the 'drivers'. The drivers are the mathematical expression of the relation between two segments.
The following text explains the main principles:
See a demo here
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