Change font size
It is currently Tue Oct 17, 2017 4:27 am


Post a new topicPost a reply Page 1 of 1   [ 3 posts ]
Author Message
PostPosted: Mon Feb 01, 2016 1:42 pm 

Joined: Tue Aug 11, 2015 8:53 am
Posts: 35
This might help someone.

https://www.youtube.com/watch?v=5m2MlL1u6Yc


Top
 Profile  
 
PostPosted: Tue Feb 23, 2016 8:47 am 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 718
Location: Florida USA
...

That is one way to change BVH bone names, but for those that don't use Motion Builder, there is another, I think easier way to rename any BVH bone name convention.

A small program called Replace Genius that allows renaming also and you can save as a preset for one click replacing for any skeleton file using BVH format.

Download Link Here: http://www.rlvision.com/genius/about.asp

I may do a small video tutorial on its use later, but it's explained on the website and really an easy straight forward process.

It works well, after you manually rename each bone to any program specific name, you then add it to the preset list, you only have to rename them once, then it's just an open the file in the program and a one click file renaming after that.

Then can be opened in any 3D editor with bones already renamed for the specific program used.

Using iPi Studio, if you have the specific skeleton BVH or FBX skeleton you need, you can open it in as the target character and re-target it anyway, then re-export in several formats with the motions applied.

This process would be more for non-iPi Studio users that use other Motion Capturing Systems, (i.e. OptiTrack), to import a re-named skeleton to other specific 3D programs that use BVH file importing, such as Web Animate, Second Life, Poser, or Daz Studio.

...


Top
 Profile  
 
PostPosted: Tue Feb 23, 2016 3:11 pm 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 718
Location: Florida USA
...

There is YouTube tutorials on this, but briefly....

Alternatively, if you are a Web Animate user, you can import any BVH or FBX skeleton/character and manually re-target the source skeleton to the actor skeleton, then save it as a re-targeting template to use the One-Click re-target feature in Web Animate, then select the actors hips and export as a BVH/FBX source animation just as easy.

You can also use the imported source skeleton only and manually click on each bone and re-name it in the text space in the right side window to what you want, then put frame 0 in a T-Pose only with the T-Pose button, adjust if needed after, (then, set timeline to 0 start/0 end), export it as BVH or FBX with that naming convention, then re-import it to have that skeleton design and named file needed, then use the above description to save it as a re-targeting template, or get the proper program specific skeleton file when possible.

Although, I personally choose not to use the ACP feature in Web Animate, as I feel it causes some issues, iPis' cleaning tools and using AMT on export do a fine job without the need for another program from my PS Eyes set up, and import without issue into my 3D editors.

Users of the Kinect cameras may find ACP more useful, but I do use Web Animate sometimes for other features it has.

...


Top
 Profile  
 
Display posts from previous:  Sort by  
Post a new topicPost a reply Page 1 of 1   [ 3 posts ]


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron


Powered by phpBB® Forum Software © phpBB Group
610nm Style by Daniel St. Jules of Gamexe.net