BVH/PZ2 Exporter

thoromyrthoromyr Posts: 452
edited December 1969 in Carrara Discussion

I don't know if this is a failing with C8.5 or the extension, but Fenric's BHV/PZ2 Exporter is giving me fits. For this I am using the Daz Wolf and creating a crouch pose.

1. Create new scene file
2. Import wolf
3. Change time to 1s
4. Pose wolf*
5. Export pose as PZ2**
6. Create new scene file
7. Import wolf
8. Import crouch pose

The end result is the legs and body appear to come in correctly, but the neck/head are sharply swiveled to look right and the tail is swiveled left. Nor is the head tilted the way it should be.

* Pose is to position/rotate the hip and all legs. Head/neck are rotated to look up from crouch, but still looking in front of the head (no swivel)

** Enabled options are "Global Translation" and "Rotation"

I reset my downloads and compared the current version of the plugin to what I am using and what I have is current. I am using C8.5-172 on OS X 10.8.2

On further consideration and review I wonder if the rotation I'm doing for the neck/head is being exported along the wrong axis. It swivels to the side instead of up/down. On the other hand, I'm not sure what is going on with the tail because I am not posing it at all.

Reviewing the pz2 I confirm that the head/neck rotations are along the Y axis instead of the X axis. I can also confirm that the exported pz2 contains rotation information for the tail, also in the Y axis. Although I might be able to correct the pz2 file that is hardly the point of using an exporter.

I'm going to try and confirm the behavior in C8 and C7, but C8 at least doesn't keep the registration information so its a pain (have to enter twice each time it is run).

Comments

  • thoromyrthoromyr Posts: 452
    edited October 2012

    Carrara 8.1 (also on OS X 10.8.2) -- practically identical results: the resulting exported file does not differ* from that produced by 8.5-172. Carrara 7 does not appear to function on 10.8.2 so I can't test the behavior.

    * technically, the file is different, but barely so. One rotation value is different by 0.00000001.

    Edited to add: discovered why the tail was swiveling -- I hadn't paid attention and the default pose had the tail rotated away from zero. And just like the neck and head the axis was changed from X to Y when saved. So the existing rotation was translated from the X to Y axis by the BVH/PZ2 exporter. I'm not sure why it only is doing this to the head, neck and tail and no other body part.

    Post edited by thoromyr on
  • FenricFenric Posts: 351
    edited December 1969

    Poser and Carrara don't use the same X, Y, and Z, so I have to translate. The difficulty is that it isn't completely consistent for each rotation order (xyz, zyx, yzx, and so on). There are nine combinations, and if the wolf uses one that is particularly unusual (there are some I never saw in testing and have never encountered in the years since), then it is certainly possible that I have the translation wrong.

    Can you tell me what the rotation order (in Carrara) for those body parts is? (I don't have the DAZ Wolf, so I can't check it myself)

  • thoromyrthoromyr Posts: 452
    edited December 1969

    Ouch. That bites. I'll take a look when I'm home and let you know.

  • thoromyrthoromyr Posts: 452
    edited December 1969

    This looks to be the rotation orders:

    actor BODY:1
    rotateY yrot
    rotateX xrot
    rotateZ zrot
    actor hip:1
    rotateZ zrot
    rotateX xrot
    rotateY yrot
    actor waist:1
    rotateZ zrot
    rotateY yrot
    rotateX xrot
    actor chest:1
    rotateZ zrot
    rotateY yrot
    rotateX xrot
    actor lShldr:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor lForeArm:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor lWrist:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor lHand:1
    rotateY yrot
    rotateX xrot
    rotateZ zrot
    actor rShldr:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor rForeArm:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor rWrist:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor rHand:1
    rotateY yrot
    rotateX xrot
    rotateZ zrot
    actor neck1:1
    rotateZ zrot
    rotateY yrot
    rotateX xrot
    actor neck2:1
    rotateZ zrot
    rotateY yrot
    rotateX xrot
    actor head:1
    rotateZ zrot
    rotateY yrot
    rotateX xrot
    actor lEar:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor rEar:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor lThigh:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor lLeg:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor lShin:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor lFoot:1
    rotateY yrot
    rotateX xrot
    rotateZ zrot
    actor rThigh:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor rLeg:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor rShin:1
    rotateY yrot
    rotateZ zrot
    rotateX xrot
    actor rFoot:1
    rotateY yrot
    rotateX xrot
    rotateZ zrot
    actor tail1:1
    rotateZ zrot
    rotateY yrot
    rotateX xrot
    actor tail2:1
    rotateZ zrot
    rotateY yrot
    rotateX xrot
    actor tail3:1
    rotateZ zrot
    rotateY yrot
    rotateX xrot
    actor tail4:1
    rotateZ zrot
    rotateY yrot
    rotateX xrot

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