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PostPosted: Wed Mar 13, 2013 12:45 pm 

Joined: Fri Jan 18, 2013 12:27 am
Posts: 62
I have a problem with the BVH file exported from ipi in 3ds max biped. My problem is when importing the BVH file(or bip file converted from the BVH file to avoid scaling and deformed an skinned mesh) , the shoulders are rotated backwards in the Y axis having their pivot in the part they meet. I mean the shoulders are rotated in the Y axis taking the arms backwards like a military stand position, very tight and of course the mesh that is already well skinned gets deformed. this doesnt hapenned with ipi studio 1.xx . Watching the skeleton in ipi studio 2, I can see that the clavicule are rotated towards the chest, If im not mistaken the skeleton in ipi studio 1 doesnt have the skeleton this way and I think this makes the biped shoulders rotate and deform the mesh badly because not only makes the shoulder rotates backwards, taking the arms backwards too, but the chest gets horrible deform since the skin weights for the chest are shared for the shoulder and clavicule too. Please can you tell me if you have this issue, and how to fix it?. thanks in advance


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PostPosted: Wed Mar 13, 2013 12:51 pm 

Joined: Fri Jan 18, 2013 12:27 am
Posts: 62
By the way I used the 2 options about shoulder, one drive by video and the other drive by arm rotation or something like that, and I have the same result. I also try the BVH file that is in ipi website and this issue happens too with that file that is made by ipi staff.


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PostPosted: Wed Mar 13, 2013 7:02 pm 

Joined: Fri Jan 18, 2013 12:27 am
Posts: 62
Ok , I already finished with the video showing my issue. I have to say that I test the shoulder with the 2 options, the shoulder position tracked from video and shoulder position calculated from arm position(not in the video, I also check and uncheck head tracking and the result is the same in all the situations. Heres the video

http://www.youtube.com/watch?v=Z-jQPBVg ... e=youtu.be

I also have to say that this is not an issue created because of my character, I tried a clean biped, the bvh sample that you can download from Ipi website and also the 3DS2009_Valve_Biped_Male.max which is a charcater rigged and skinned and I donwloaded somewhere in this forum and for all the situations the results are the same. Please watch the video and you will see what Im talking about. I know I can correct the shoulder rotations by adding a biped animation layer an just rotate the shoulders to the correct position until they are lined straight , but I think this shouldnt happend when exporting from ipi studio 2 because this used not to be happened with ipi 1.


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PostPosted: Thu Mar 14, 2013 3:49 am 

Joined: Wed Oct 10, 2012 3:17 am
Posts: 84
Hey Wicq

First off thanks for making a narrated video, much easier to see and understand your problem.

This is not a fix on the ipi end of things but what I would do is create a layer in the biped roll out and just adjust the clavicles to be straight at the beginning of the file. It does seem weird that this issue may have arisen in version two and I cant help but feel that I have had a bit of this going on but have just cleaned it up with layers in max.

Certainly something the ipi guys could look into though. If you need help with layers then let me know but that is what I would do.

Oli


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PostPosted: Thu Mar 14, 2013 4:31 am 

Joined: Fri Jan 18, 2013 12:27 am
Posts: 62
Hi ManyMotion,
Thanks for your help, well I know how to use Biped layers animation and just to fix that I just roatte the clavicules, but I think it would be nice that this is fixed in ipi studio. Im Having another issue. This time I shot my self with better clothing and the animations is perfect for a lack of a better word, but in max when Im in t-pose and I low my arms , the shoulder and forearm spins for both arms, but only happens when I pass from t-pose to normal pose, and then in one almost final part of the animation the right shoulder and right hand spins again for about 15 frames ,they spin and spin back to normal. That specific part is when I raise my arms almost like a t-pose. It starts to look like a patron. i will record another performance later to see if this happens again


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PostPosted: Thu Mar 14, 2013 4:32 am 

Joined: Fri Jan 18, 2013 12:27 am
Posts: 62
Oh by the way, the bone that is called shoulder in ipi , is called upper arm in 3ds max biped


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PostPosted: Thu Mar 14, 2013 4:38 am 

Joined: Fri Jan 18, 2013 12:27 am
Posts: 62
Ok , I just checked frame by frame the start point when I pass from t-pose to normal in ipi and the almost last part of the animation and none of the bones spin like it does with the bvh file in 3ds max. I think I can say that we have 2 bugs for 3ds max bvh file that is export from Ipi studio. Of course that those can be solve with layers animation (well the t-pose is not important) , but if it can be fix it would be better


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