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t-pose bvh skeleton for Blender
https://forum.ipisoft.com/viewtopic.php?f=6&t=9070
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Author:  motorsep [ Sat Jun 07, 2014 11:41 pm ]
Post subject:  t-pose bvh skeleton for Blender

Can someone please upload a t-posed skeleton from iPi Soft in BVH format compatible with Blender 2.69?

I need to make my rigs exactly the same way as iPi to avoid issues with retargeting.

Thanks.

Author:  vmaslov [ Sun Jun 08, 2014 2:05 am ]
Post subject:  Re: t-pose bvh skeleton for Blender

Why can't you get it right from Mocap Studio using the Export function?

Author:  motorsep [ Sun Jun 08, 2014 7:22 am ]
Post subject:  Re: t-pose bvh skeleton for Blender

Well, I didn't know that for once :) I also don't want to burn through trial without actually trying it (and I am still in the process of buying cameras/tripods/etc. and finding a place with area suitable for mocap with 4 PS Eye cams).

So having someone providing a rig would allow me to have my model ready and when I am ready to start testing mocap, I'll get trial version.

Author:  vmaslov [ Sun Jun 08, 2014 8:28 am ]
Post subject:  Re: t-pose bvh skeleton for Blender

OK, I see your point.
You could extract the skeleton from the sample export files in our wiki. But I've prepared the file for you :)

Attachments:
File comment: iPi skeleton
skeleton.zip [1.3 KiB]
Downloaded 811 times

Author:  motorsep [ Sun Jun 08, 2014 8:45 am ]
Post subject:  Re: t-pose bvh skeleton for Blender

Thanks a bunch! Does it look about right:

http://i.imgur.com/4SCw3GZ.png

Now I've got a question: the rig looks down -Y axis in Blender. My rig has to look +X axis in Blender in order to export properly into the game.

Author:  vmaslov [ Sun Jun 08, 2014 9:03 am ]
Post subject:  Re: t-pose bvh skeleton for Blender

It's strange because in BVH the skeleton is facing Z+ direction, and head is in Y+ side. The same as in iPi Mocap Studio.
I think there're some settings when opening BVH in Blender to swap coordinates as necessary.
Try asking on Blender forums.

Author:  motorsep [ Sun Jun 08, 2014 9:09 am ]
Post subject:  Re: t-pose bvh skeleton for Blender

I figured it out. I'll post it here in case other Blender users need that:

When importing BVH into Blender, I used the following settings to have rig facing +X:

Forward: X Forward
Up: Y Up

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