Bhv animation isn't imported correctly in Daz/Poser
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I downloaed a free program called "LiveAnimation" which lets me to export animations to programs like Miku Miku Dance and Daz or Poser. My intention is exporting my Kinect Capture movements into MMD and Daz/Poser (because LiveAnimation has better capture than Daz and MMD). The animations exported to Miku Miku Dance are correctly, export them as .vmd files; however if I want to export them to Daz/Poser, they have to be exported as .bhv files.
The .bhv is created, but when I import it to Daz/Poser, they don't do it correctly, the movements aren't correct in according to the original capture. So, what would I do wrong? Can you help me with this guys?
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I downloaed a free program called "LiveAnimation" which lets me to export animations to programs like Miku Miku Dance and Daz or Poser. My intention is exporting my Kinect Capture movements into MMD and Daz/Poser (because LiveAnimation has better capture than Daz and MMD). The animations exported to Miku Miku Dance are correctly, export them as .vmd files; however if I want to export them to Daz/Poser, they have to be exported as .bhv files.
The .bhv is created, but when I import it to Daz/Poser, they don't do it correctly, the movements aren't correct in according to the original capture. So, what would I do wrong? Can you help me with this guys?
I'm not familiar with animation in DS by any means, (and I'm not familiar with Poser at all anymore) but I do know that animation doesn't currently work correctly with Genesis 3 Male or Female (because of their extra bones). If that's what you're using in your scene, then that's probably the reason. If you're using another figure, then I have no idea.
BVH files use a heirarchy to layout which joints are bent how much. The problem in DS is that the names of those joints/bones vary compared to any 'standard' rig (which MMD uses a standard rigging for the characters, with standard names.)
You'll need to alter the mapping between the names in the BVH file and the names of the figure base you are importing the animation to. The BVH import in DS should allow you to do this, but it's a lot of work to try to get things right.....you may have to map, import, test, and clear multiple times changing various parameters until you get it right. You may find it easier (if you have the ability) to write a simple program to parse through the BVH file and make the needed corrections for a given generation figure, so that the import in DS goes smoothly. LiveAnimation probably exports based on a specific generation figure for DS, so if you use it on THAT particular figure, it'll work right.....no idea which one it is made for.
mCasual Jaques has written some plugins/scripts which allow you to do Kinect mocap directly in DS. You should check it out: https://sites.google.com/site/mcasualsdazscripts4/mcjkinectkit001
Merged duplicate threads.
Is there a known/available reference for the mentioned MMD 'standard' bone naming? Does the BVH spec have a starting/recommended bone structure/mapping/naming scheme that folks use (and vary from)?
I know Iclone has a 'nonstandard character' in their 3DX transfer process that would seem to suite this purpose, and obviously DAZ's de-facto Mil4 standard rigs are out there, as well as MAYA's bi-ped, and Motion-builder's ...
If you were going to (re)map a huge collection of varied BVH files to a 'meta-bone' structure, what would be recommended? (kind of like what the obj format is to meshes, BVH is to mocap, but what bone/skeleton reference is a good starting point?)
Thanks,
--ms