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PostPosted: Thu Mar 28, 2013 11:48 am 

Joined: Thu Mar 28, 2013 6:05 am
Posts: 5
I am currently using the Stock UDK male rigg to test this software.
I have been using 3dS Max to create the animations.

I am having one problem.

Problem:

- I convert the rig in 3dS Max to FBX
- I import the FBX to iPi Studio using Import Target Character
- The animation looks great here in side-by-side viewing
- I export the animation in BVH (3dS Max)
- I load the BVH in the biped exactly like the wiki says
- Nothing happens, no animations load, nothing..

Any help would be greatly appreciated.
FYI, I'm a software engineer not a 3d modeler so please go easy on 3d modeling terminology. (Sorry)


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PostPosted: Fri Mar 29, 2013 8:26 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
Have you tried to do like it's described in this topic - first apply the motion to default biped, and then loading your character in 3DS Max:
http://forum.ipisoft.com/viewtopic.php?f=13&t=6202

If still not working, could you provide the character that you are testing with?


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PostPosted: Fri Mar 29, 2013 2:03 pm 

Joined: Thu Mar 28, 2013 6:05 am
Posts: 5
Again, I am not very familiar with the terminology so maybe my question isn't clear.

I have my own biped that I am trying to apply the mocap animation to... and if that is what the link was describing I don't understand it. :/

I thought the link was showing how to apply to a custom model using a default biped.

I apologize for my ignorance in this area...

I have done this. I can get the animation to work on a new biped I create in 3dS Max. I only have the issue when I try to use an already existing biped that I have.

I will email you the link to the .max file with the biped I am using.

Thank you for the help!

Edit: Clarification


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PostPosted: Sat Mar 30, 2013 6:48 am 

Joined: Wed Oct 10, 2012 3:17 am
Posts: 84
When I import the animation directly to a biped it will always skew the proportions to fit the motion capture. What i do is apply it to a fresh biped (not skinned to a character) then save out a Bip. Then I apply the Bip to the skinned character and all is fine.

This post kind of touches upon the issue
viewtopic.php?f=5&t=6926


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PostPosted: Sat Mar 30, 2013 1:47 pm 

Joined: Thu Mar 28, 2013 6:05 am
Posts: 5
Thanks manymotion, I will keep that in mind.

The issue is that the animation (BVH) I have in the mocap studio with my custom rig imported using Import Target Character does not work when I go back to 3dS Max and try to apply it to the already existing rig.

What I am trying to do is use a custom rig and apply mocap animations to it... and the wiki way of using Import Target Character, set bones in mocapstudio, export BVH, and then apply the BVH to the biped in 3dSMax is not working. When I import the BVH to the biped, it does not import the animation... I don't get a window to confirm import... nothing happens.

If I just use the mocap studio default skeleton and export the BVH and in 3dSMax make a new biped and apply the animation... it works fine. This is not what I need though.

I need the animations to be applied to my existing biped/rig/(whatever term).


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PostPosted: Mon Apr 01, 2013 12:11 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
AnxGotta wrote:
I will email you the link to the .max file with the biped I am using.

No message yet. Have you sent the link?


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PostPosted: Mon Apr 01, 2013 6:00 am 

Joined: Thu Mar 28, 2013 6:05 am
Posts: 5
vmaslov wrote:
AnxGotta wrote:
I will email you the link to the .max file with the biped I am using.

No message yet. Have you sent the link?


I sent it before I posted the message. I just sent it again.


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PostPosted: Tue Apr 02, 2013 8:46 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia
Hi
I've tested your file. There are no texture files (.tga) with it, but the rig appears to be loaded successfully.
I tried to import BVH exported for 3ds Max both with target character from your file and without it - and in both cases the animation was applied correctly in 3ds Max (using v2013). Just noticed the character was scaled up a bit.
Maybe you could screencast what are you doing and getting to make it more clear than words? Screencast-o-matic is a good free online tool for recording screencasts.


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PostPosted: Wed Apr 03, 2013 7:41 am 

Joined: Thu Mar 28, 2013 6:05 am
Posts: 5
That is great news. Now we can figure out what I'm doing wrong.
Thank you for checking into it for me, I will post my process asap.


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PostPosted: Fri Sep 06, 2013 12:10 am 
iPi Soft

Joined: Thu Apr 09, 2009 6:44 am
Posts: 203
Try exporting as a MAX BVH from ipi without using a target Character,
Just plain one, export Max BVH from Biped.
Then load that BVH into biped
Should work
Otherwise, if you use the Target Character..
You export that as FBX (Max target bones) then you would use the Merge feature in MAX.

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iPi Soft


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