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PostPosted: Wed Oct 13, 2010 6:19 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hello Community,

i´ve a question about the bhv. Exporter in ipi.

But at first my problem:
When i export the bhv with the standart bhv exporter in ipi, i can´t use it in blender, because blender can´t handle the bhv. :(
So i test it with the 3D Max Biped export. This export run, but there is no t-pose at the beginning. :(

Now back to my question:

Exist a option to create this exportfile with a standart T-Pose? or exist a tool who i can create manual the T-Pose at the beginning i need?

Here a screenshot of my problem:

Image

I hope you can help me.

Greetings Radiac


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PostPosted: Wed Oct 13, 2010 5:05 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
I've had the similar problems importing .bvh files into LightWave. On my end, the issue I think lies with LW's .bvh importer, which always wants to add Gimbal bones to the rig (which I don't want for my current project,) and the additional bones seems to confuse the naming of the bones. The Max version imports better, but then there's the issue of arms down pose instead of a T-pose.

My workaround has been to use Animeeple to 'bless' the file before I bring it into LightWave. You can bring the standard .bvh into Animeeple, set your T-Pose, and then export the data in a format compatible with Blender. In my case, if I don't go through Animeeple first, I get the collapsed rig in frame 1 instead of the T-Pose. I've been using the FBX exporter for LightWave, but Animeeple also exports Collada. I imagine Blender can import either of these.

One other workaround I did back when I was importing iPi .bvh files directly into LightWave was to copy the keyframes from frame 1 and paste them over frame 0. Here's why: when I import an iPi .bvh file, the pose at 0 is the collapsed rig you see when initilally importing the file to Animeeple, but if you step into frame 1, you will find the expected T-Pose. If you can't go through Animeeple, you may want to try this with Blender.

Hope this helps.

G

P.S., I just checked the Animeeple docs and learned that it can also export a .bvh file. If you don't want to export FBX or Collada file for Blender, you could try exporting an Animeeple .bvh after setting the T-pose frame.

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PostPosted: Thu Oct 14, 2010 1:17 am 

Joined: Tue Jul 20, 2010 6:53 am
Posts: 66
Location: Germany
Hi and thank you Greenlaw.

I try all imports of all software i know :). Collada do some mistakes to import in blender, the same with other other programs exports/imports (Poser, ). So i would import a HL" SMD? File into ipi... the same one.

Then i had a idea :). I create also a workarond for blender. And it works now.
First i create a own Amature and parent it to the Mesh. Then i have choose the T-Pose into the 3Ds-(i)Pose. After this step i use a option in blender who set the Mesh as MainMesh. Now i can delete the Amature and the mesh remains in the (i)position.
When i put the bhv. Pose into the Mesh it works. I know thats going faster and a bit better, but this was the alpha-phase of my test.

Today i test around with this idea. When it works stable, i post a short tutorial about Blender & iPi :).

Your Ideas are also nice. But i think in blender they won´t run, because the importScripts are very sensitive.


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