import BVH mocap files

assmonkeyassmonkey Posts: 0
edited December 1969 in The Commons

Every time I import a BVH file...it loads as an awkward pose.

I'm not sure what I have to do to import them right.

Is Animate 2 required for this? Or is their a way around from having to use Animate to import the mocap data.

Comments

  • carolinebegbiecarolinebegbie Posts: 162
    edited December 1969

    BVH files are made for specific characters, which have specific lengths of joints, so if you apply a short-legged bvh to a long-legged model, you might get some awkwardness. Also, if the character and BVH don't have exactly the same number and mapping of joints, they won't match.

    aniMate2 is not required for BVH file import though.

    Somewhere there is a series of Carnegie-Mellon free BVH files which are mapped to Aiko 3. I don't know of any mapped to Genesis.

  • assmonkeyassmonkey Posts: 0
    edited December 1969

    So, that's where I would use motionbuilder (would be to edit the file) tweet it, save the new BVH file, then use onto Genesis

    ok, thanks for the reply

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,503
    edited July 2013

    try using BVHacker to edit the bone names
    http://www.bvhacker.com/

    Post edited by WendyLuvsCatz on
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