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I've successfully captured motions of myself and several friends, and I'm very happy with how the software is working. I've imported the .bvh files into Blender, but I'm running into difficulties applying a mesh to the armature.
The problem is that the hierarchy portion of ipisoft bvh files define a "pile of bones" that then get unfolded within the motion portion of the files. What Blender expects is that the bones as defined in the hierarchy fully constitute a T Pose; which is to say that the first "T-Pose" frame of the motion section have all rotations set to zero.
I tried recasting the hierarchy section in a more Blender-friendly form. The file imports into Blender just fine, and it looks identical to the original ipisoft file, but I can't get ipisoft to import my restructured file as a target character ("Import string was not in a correct format.")
Any suggestions?
Here is the file I constructed:
HIERARCHY ROOT Hip { OFFSET 0.000000 0.000000 0.000000 CHANNELS 6 Xposition Yposition Zposition Xrotation Yrotation Zrotation JOINT LowerSpine { OFFSET 0.000 7.342 -4.513 CHANNELS 3 Xrotation Yrotation Zrotation JOINT MiddleSpine { OFFSET 0.000 9.552 0.000 CHANNELS 3 Xrotation Yrotation Zrotation JOINT Chest { OFFSET 0.000 13.460 0.000 CHANNELS 3 Xrotation Yrotation Zrotation JOINT Neck { OFFSET 0.000 22.577 0.527 CHANNELS 3 Xrotation Yrotation Zrotation JOINT Head { OFFSET 0.000 7.815 0.000 CHANNELS 3 Xrotation Yrotation Zrotation End Site { OFFSET 0.000 17.367 0.000 } } } JOINT RClavicle { OFFSET -2.779 20.840 0.000 CHANNELS 3 Xrotation Yrotation Zrotation JOINT RShoulder { OFFSET -13.720 -3.473 0.869 CHANNELS 3 Xrotation Yrotation Zrotation JOINT RForearm { OFFSET -27.472 -1.996 -1.202 CHANNELS 3 Xrotation Yrotation Zrotation JOINT RHand { OFFSET -23.202 0.696 0.857 CHANNELS 3 Xrotation Yrotation Zrotation End Site { OFFSET -13.904 -0.452 0.513 } } } } } JOINT LClavicle { OFFSET 2.779 20.840 0.000 CHANNELS 3 Xrotation Yrotation Zrotation JOINT LShoulder { OFFSET 13.720 -3.473 0.869 CHANNELS 3 Xrotation Yrotation Zrotation JOINT LForearm { OFFSET 27.472 -1.996 -1.202 CHANNELS 3 Xrotation Yrotation Zrotation JOINT LHand { OFFSET 23.202 0.696 0.857 CHANNELS 3 Xrotation Yrotation Zrotation End Site { OFFSET 13.904 -0.452 0.513 } } } } } } } } JOINT RThigh { OFFSET -7.815 0.394 0.000 CHANNELS 3 Xrotation Yrotation Zrotation JOINT RShin { OFFSET -0.434 -37.947 0.000 CHANNELS 3 Xrotation Yrotation Zrotation JOINT RFoot { OFFSET 0.000 -39.349 -0.356 CHANNELS 3 Xrotation Yrotation Zrotation JOINT RToe { OFFSET 0.000 -3.461 10.729 CHANNELS 3 Xrotation Yrotation Zrotation End Site { OFFSET 0.000 0.000 5.959 } } } } } JOINT LThigh { OFFSET 7.815 0.394 0.000 CHANNELS 3 Xrotation Yrotation Zrotation JOINT LShin { OFFSET 0.434 -37.947 0.000 CHANNELS 3 Xrotation Yrotation Zrotation JOINT LFoot { OFFSET 0.000 -39.349 -0.356 CHANNELS 3 Xrotation Yrotation Zrotation JOINT LToe { OFFSET 0.000 -3.461 10.729 CHANNELS 3 Xrotation Yrotation Zrotation End Site { OFFSET 0.000 0.000 5.959 } } } } } } MOTION Frames: 1
Frame Time: 0.0666660000 0.000000 81.941090 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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