Problem with BHV scaling an others

Good afternoon.
I've been working with characters scaled smaller than the original, about 70%, and ran into a problem importing-exporting bhv animations. The problem is that daz3d when exporting a bhv skeleton returns a scale to 100%, the same happens when importing the finished animation. This distorts the animation, because the height from the root point to the hip is different. Is there a way to solve this problem? Is it possible to apply 100% scaling to all my skeleton characters and leave them at the same physical size? Or are there more solutions?

Perhaps you can advise me to create an obj morph, I've already done that, and then a new problem comes up. This solves the scaling issue, but the smaller my character is, the more he has trouble with bending. 

This is the original g8f 100%

The same original g8f with a morph that should reduce the size of the model to 64%

Bone position is perfect, no problems with weights, morph set with ERC Freeze.

I need to solve the bhv scaling problem or the obj morph problem, in both cases I am stuck and can't find a solution.

Thanks

Comments

  • wolf359wolf359 Posts: 3,834
    Leave your figures at 100% Scale your sets&props UP instead
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,004
    edited August 2021

    I don't know why Daz Studio doesn't just apply the rotations found in a BVH file and ignore the implied rig. If the rig is the same, there's no need to try to mess with the joint positions. If the rig is different, then the BVH will not apply well anyway.

    Wolf's solution is clever, but can't work if you have two or more characters with different scales, i.e. if you instead scale the world up by 125% on behalf of the character previously at 80%, you cannot simultaneously also scale the world up by 133% for a character previously at 75%.

    Two stupid things you might try, if you haven't already:

    1) Did you try scaling the character back to 100% before exporting, and scaling it back down only after you've re-imported the finished animation?

    2) And even though I think the problem is with the rig the BVH is implying, it costs little to try "Limit Translation to Hip" on the off-chance that your BVH file is a wierd one and has translations on channels other than the root. In which case opening it in a BVH viewer and saving it back out can somethimes fix these things.

    2a) In any case, I certainly feel your pain. If the animation is something you can share under Fair Use, I've written a bunch of tools to fix things just like that and it'd probably be quick to write a new filter to strip everything but the rotation channels from all the joints other than the root. At the very least, I could point out anything fishy looking.

    And I'm surprised Wolf didn't already, but here's where the obligatory why-are-you-trying-to-animate-in-daz-studio-dont-you-know-youre-going-to-kill-happiness-and-blender-is-awesome-and-its-not-that-hard-to-get-ds-content-into-it-anymore rant should go :)

    Post edited by TheMysteryIsThePoint on
  • wolf359wolf359 Posts: 3,834
    edited August 2021
    ....and Blender can apply Mixamo mocap directly to G8.
    Post edited by wolf359 on
  • SpaciousSpacious Posts: 481

    Did you adjust bones to shape before ERC freeze?

  • wolf359wolf359 Posts: 3,834

    Ask yourself if the scaling of your Chracters are so critical to your animated story 
    that this additional complication is a must.

    Also have you tried applying the BVH to Full scaled Characters and saving the animation data as .duf or aniblocks
    and later applying them to your 
    Scaled down Characters

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