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Trouble Converting BVH Files

Posted By Terry Miller 6 Years Ago
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Trouble Converting BVH Files

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Terry Miller
Terry Miller
Posted 6 Years Ago
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I have a client who has asked if I can create a short basketball animation. This is a small company and if I try to create the animation via keyframes, the amount of time it would take would be staggering, not to mention cost prohibitive. So to keep things sane, I am looking for basketball mocap actions.

Unfortunately, my go-to -- Mixamo -- doesn't have any. But, I did find some that look really promising here. The problem is that everything is in BVH, and when I try to convert it in 3Dxchange, since there is no t-pose, I simply can't convert it. I found an old (version 5) tutorial that Kai did about how to create your own t-pose when you don't have one, but that did not work at all. No matter what I do in the Characterization section of 3dxchange 7, I just get the red light, so I can never convert it to a non-standard human. 

I have tried to import the  Dax BVH t-pose, and when I do, nothing happens. If I try to use another character in 3Dxchange and then apply the animation, I get this:

76% of original size (was 663x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/454a4986-19b1-48b7-92d2-fffd.png

I have tried converting it to an FBX in Blender, and then applying it, but I get the same error.

I know that others have run into this before, because I have searched the forum and have found other threads. The problem is that very few of these are recent threads, and the ones that were relatively recent simply don't work in this case.

Does anyone have any suggestions? Telling me in plain English (as opposed to technical language) is appreciated. I am not a technical person, I would prefer that whoever explains it assumes I know nothing when they do.

Thanks for your help,
Terry
Intel Core i7-7700 CPU @ 4.20 GHz, 32 gb RAM, nVidia GeForce GTX 1070, 8 GB vRAM

4u2ges
4u2ges
Posted 6 Years Ago
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Most likely you are not assigning proper bones.

This is mt3717 from the sample they provided.

BVH BONES - 3DX BONES

Head - Head
Neck - Neck (Neck Page)
RightCollar - RightShoulder (Spine page)
LeftCollar - LeftShoulder (Spine page)
RightShoulder - RightArm
LeftShoulder - LeftArm
RightElbow - RightForeArm
LeftElbow - LeftForeArm
RightWrist - RightHand
LeftWrist - LeftHand
Chest - Chest
Hips - Hips
RightHip - RightUpLeg
LeftHip - LeftUpLeg
RightKnee - RightLeg
LeftKnee - LeftLeg
RightAnkle - RightFoot
LeftAnkle - LefttFoot

76% of original size (was 663x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/5e87e81e-93ce-4a15-978f-3dc6.jpg

I did not bother to setup a T-pose.
Just when I applied the exported motion, I posed the character at the very first frame to match the initial pose of the dummy.
Then tweaked a little some moves throughout the clip and saved it as .rlMotion










vidi
vidi
Posted 6 Years Ago
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This message say you what to do . You skeletion need convert to the RL Bones first. 
Drag a BHV in 3dxchange, then  use the Import Button in the Motion Libary button and import all other BVH Motions. 
Then  use convert to Nonstandard , now select all corresponsing Bones untill you get "green light" <> See 4u2ges Chart
With non active Pose checkmark rotate the Bone to a T Pose.
Then convert, with active non checkmark

Load and select a Character in Iclone and use in the 3D xchange Motion Library Panel the "Apply  to Iclone" Button . You Character has now the Motion 
and it can stored in Iclone Library .






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liebe Grüße vidi




Terry Miller
Terry Miller
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Terry Miller
Terry Miller
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@4u2ges
@vidi

Thanks to both of you for your answers. They were helpful in figuring out what I needed to do.

Best,
Terry



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