Change font size
It is currently Tue Jul 28, 2026 12:04 am


Post a new topicPost a reply Page 1 of 1   [ 3 posts ]
Author Message
 Post subject: Daz Studio BVH files
PostPosted: Sun May 29, 2011 10:56 pm 

Joined: Sun May 29, 2011 2:01 pm
Posts: 2
I am using the trial version and noted a video on youtube where an individual was able to use ipi mocap bvh's in DAZ--however, I do not notice a DAZ export option--if I were to buy the full software I want to know if there is a simple way to convert the ipi mo cap to DAZ user friendly BVH...

Thanks for all you help guys.

Alicia
luv@spiritgumluv.com


Top
 Profile  
 
 Post subject: Re: Daz Studio BVH files
PostPosted: Mon May 30, 2011 12:13 pm 

Joined: Mon Oct 12, 2009 4:39 am
Posts: 84
All you need to do is to export a bvh from DAZ from any character. It can be a 30 second T pose. IpiDMC will just use it as a basis to match its own skeleton to DAZ's skeleton and you can do that by selecting the "import target character" and you will see this skeleton assume the current animation you recorded beside it doing the same movements.

I am using Poser instead of DAZ to export these sample BVHs so I havent tried that with DAZ but I guess it shouldn't be a problem.

UPDATE

It appears to be that DAZ exported skeletons have a problem when exported which the toes and some fingers are stretched out. Deleting the IK didnt help either.

If you have poser, try exporting the bvh samples from there for now. I think IPISoft people are already trying to resolve this matter with DAZ3D.


Top
 Profile  
 
 Post subject: Re: Daz Studio BVH files
PostPosted: Mon May 30, 2011 12:33 pm 

Joined: Sun May 29, 2011 2:01 pm
Posts: 2
TheOwl wrote:
All you need to do is to export a bvh from DAZ from any character. It can be a 30 second T pose. IpiDMC will just use it as a basis to match its own skeleton to DAZ's skeleton and you can do that by selecting the "import target character" and you will see this skeleton assume the current animation you recorded beside it doing the same movements.

I am using Poser instead of DAZ to export these sample BVHs so I havent tried that with DAZ but I guess it shouldn't be a problem.

UPDATE

It appears to be that DAZ exported skeletons have a problem when exported which the toes and some fingers are stretched out. Deleting the IK didnt help either.

If you have poser, try exporting the bvh samples from there for now. I think IPISoft people are already trying to resolve this matter with DAZ3D.


Thank you so much--not currently using poser--was wondering if you can fix the issue by applying hand and or foot poses...?


Top
 Profile  
 
Display posts from previous:  Sort by  
Post a new topicPost a reply Page 1 of 1   [ 3 posts ]


Who is online

Users browsing this forum: No registered users and 40 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB® Forum Software © phpBB Group
610nm Style by Daniel St. Jules of Gamexe.net