BVH import? The new V7 has 173 bones!

vintorixvintorix Posts: 220
edited December 1969 in New Users

I am at loss to find out how to map the most important joints from BVH to V7,
is there anybody knowledgeable out there? I only want the 20 or so minimal set, not all the 163.. ;)

?

bvh_mapping.jpg
563 x 611 - 82K

Comments

  • vintorixvintorix Posts: 220
    edited December 1969

    V7 is not for animators.

    I must give up there is just no way. Anims that have worked through Gen4, Genesis 1 and Genesis 2 no longer work with V7, and there is nearly impossible to make your own. Even if it is good with detail bones, it is important that a figure is able to animate using the 15 most important bones. But that is not the case here.

  • Richard HaseltineRichard Haseltine Posts: 102,783
    edited December 1969

    I don't believe it's true to say that G3F is not for animation. What I would suggest is matching the bones in the BVH to the bones that are visible by default in the Scene pane, ignoring the hidden slave bones (and of course the face and finger bones, since those lack equivalents in the BVH file).

  • vintorixvintorix Posts: 220
    edited June 2015

    I have already done that Richard, that was my second try.

    My best shot

    bvh_mapping_V7.jpg
    249 x 413 - 80K
    Post edited by vintorix on
  • vintorixvintorix Posts: 220
    edited December 1969

    But if I am wrong and there is a better mapping why do not Daz publish an official mapping. It is not very efficient that thousands of Daz animators all by them selves one by one struggle with the same problem.

    If it is so that V7/G3 is not meant for anim no great matter, G2 is still around and doing an excellent job. We just want to know how it is that's all.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597
    edited June 2015

    I had no trouble using BVH from iClone, was just disappointed the facial bones did not work as had a facial animation in it
    done using G3F in iClone that is

    Post edited by WendyLuvsCatz on
  • vintorixvintorix Posts: 220
    edited June 2015

    wendy, In that case you perhaps can gift me a tiny little bvh sample from iclone? I do not have it but I could discern the mapping from it.

    Post edited by vintorix on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597
    edited December 1969

    I will have to find something redistributable

  • vintorixvintorix Posts: 220
    edited June 2015

    My email is vintorix at yahoo.com. Half a frame would be enough.

    "I will have to find something redistributable"

    Just use some of the thousands of free bvh on the Internet for example those from Carnegie-Mellon Graphics Lab Motion Capture Database or a tiny example by yourself. Convert it to iclone format with iClone's BVH Motion Converter and proceed as you did before to get it fit for V7.

    Post edited by vintorix on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,597
    edited December 1969

    that is proving messy
    while the Iclone iMotion I used worked, a CMU mocap walk came over very contorted so maybe not all BVH motions are equal
    i am finding most not so great but for genesis 1 & 2 as well as 3
    the iClone motions obviously better set up

  • vintorixvintorix Posts: 220
    edited June 2015

    genesis 1 & 2 I have covered..

    Well, thanks anyway.

    Post edited by vintorix on
  • Dream CutterDream Cutter Posts: 1,224
    edited December 1969

    It woudl be real cool if DAZ made simplified versions of the new figures that used the same UV so we could play with the new toys in other software more easily.
    Especially POSER!

    The sacrifice in features and joint smoothing quality would be worth limitations imposed by backwards compatibility. Sort of like the DO Dave LoRes version was created.

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