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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


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PostPosted: Tue Feb 23, 2016 8:47 am 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
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.

...


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PostPosted: Tue Feb 23, 2016 3:11 pm 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
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.

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PostPosted: Tue Jan 02, 2018 5:06 pm 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA
...

Developers must now use the Bento skeleton for exporting animation files into Second Life, it contains the old avatar bones, as well as new ones.

If this rig isn't used for exports, the Bento heads will break, causing issues with the eyes.

You can still export in BVH format, but mostly .ANIM format is used more often now, so exporting from iPi exporter using a lower FPS is recommended, (10-15 fps), as .ANIM files have an importing cap of 250000 Bytes (250 KB), then on importing using the Avastar plugin, you can choose a slightly lower FPS if you can, but you should export animations first in BVH format to get a preview and see how it looks for speed, .ANIM files do not show a preview before uploading, and if set to wrong speed, you will just be wasting $10L.

Do your own research of the process for your needs before going forward.

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PostPosted: Thu Dec 22, 2022 1:42 am 

Joined: Mon Dec 19, 2022 9:01 pm
Posts: 3
Snapz wrote:
...

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.
tunnel rush
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.

...


It is mentioned on the website, and the procedure is fairly simple and uncomplicated overall. However, I may give a short video lesson on how to utilize it in the future. After manually changing each bone to any application-specific name, you then add it to the preset list. After that, you only need to rename them once, and after that, it's as simple as opening the file in the program and renaming it with a single click. It works really well.


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PostPosted: Fri Jan 27, 2023 8:52 pm 

Joined: Fri Jan 27, 2023 8:50 pm
Posts: 1
Using the BVH file import feature, such as Web Animate, Second Life, Poser , or Daz Studio is more suitable for non-iPi users slope ball


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