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PostPosted: Tue Sep 20, 2011 5:00 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hi Ipi :).


I have a problem with the blenderexporter in ipi Studio.

When i export a bhv for blender and import it into blender there are problems with the absolute (z position).
When i go into the "Posemode" in Blender and start to play the animation, so the Armature of the bhv jumps some units up over the y/x axis.
If i go to the Objektmode, the Armature is correct on the y/x axis.

I ve create a Video of my problem.

http://www.youtube.com/watch?v=quMHn1wY_6E

Can you help me to fix that?
If this problem is fix, i can create a newer tutorial for Blender. At the moment i cant, because this problem cant fix by blender :).

Best regards Radiac


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PostPosted: Wed Sep 21, 2011 12:25 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Can you add a null object to place the object more precisely and so that it is not affected by the translation of the BVH ddata?


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PostPosted: Wed Sep 21, 2011 2:41 pm 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hi MrBones,

no chance... this problem can fix only in the exportscript.
A Emptyobject has only influence to a Object. And the Armature is also a Object.

And the problem is: The Object has a global position. And the Armature when it run, has a local position.
And the global and the local positions are different. And this cant handle in blender or in a Gamecode.

Only in the ExportScript.


IpI - Team. Can you please join in this thread?

Regards Radiac


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PostPosted: Tue Oct 18, 2011 6:12 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hello again,

no solution for this problem???
This problem makes big problems to locate a bvh object in the Space of a Game when its export with Blender...

Need Support pls.


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PostPosted: Tue Oct 18, 2011 11:20 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Hi Radiac,


Are you saying the Armature has a local postion and iPi space has a world coordinate.

They look fine in iPi but when you export to blender BVH....

The BVH file imports to certain local or world coordinate?

So its the translation of local of world space that is being handled incorrectly by iPi?

I would have to agree as I have also had problems with this. (local vs world coordinates)

They did not match on BVH export on a Daz character.. (However export was consistent on that basis, )

We still had to place our charcters back to the floor level.

Is this the crux of the problem? (Having to place character back down to object or world central?)

In your theory, The character should stay put right in the middle of the scene, exactly how it appears in ipi?

Thats how I read your problem.


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PostPosted: Wed Oct 19, 2011 4:33 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hi Boni :),

hmm i dont know how i can you explain the problem...

In games are all thinks objects. And this objects has a global and local Position / Rotation.

IPI create a bhv with two different coordinates. the Global coordinate is correct. But the Local of the Global coordinate is not correct.
It seems, ipi make the Ground of ipi in the bhv as the zero point (Feets). But Blender use the RootBone ("hips") in the standart Armature as zero point.

So we can distinguish that the Globalposition set the feets on the ground. And the Local position is the RootBone on the ground.

And this is the problem of all animations.

And when we change the Local pos or the global pos... it can´t fix. Because the localpos is a child of the Gobal pos :D.

Best Regards Radiac :)

I hope i ve understand your message und you understand what i ve write :D. My english is not the best :D


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