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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. |
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| 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? |
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| 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. |
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| 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 :)
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| 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. |
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| 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. |
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| 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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