wicq wrote:
Ok this are the exact bugs when exporting BVH file for 3ds max:
1. shoulders(clavicule) rotation
...
The issue #1 is possibly related to the difference in skeletons (your character skeleton vs. iPi default skeleton). The BVH file produced by iPi Mocap Studio with "Export for 3DS MAX" option is based on iPi default skeleton (with angled clavicle bones). When you import it into 3DS MAX Biped, the Biped skeleton is adjusted to have the same proportions as iPi skeleton. When you save .BIP file and then use it on your character, it seems like it applies the angles from iPi skeleton (angled clavicles) to your character skeleton (straight clavicles).
Can you please check if that is what is going on in your tests?
If yes then I believe that you need to somehow apply motion transfer inside 3DS MAX. I think you cannot just save .BIP file from one character and load it for another character with different skeleton.
To simplify the workflow, we can make additional export options for doing motion transfer for Biped-based characters inside iPi Studio. But first we should figure out what exactly is going on inside 3DS MAX.
I would appreciate if experts in 3DS MAX could comment in this thread.