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PostPosted: Mon Dec 19, 2011 3:20 am 

Joined: Mon Dec 19, 2011 3:07 am
Posts: 10
Hi,

I have a model with Biped in 3ds max and am able to animate him perfectly using bip files from the internet.

I have now buyed Ipisoft to be able to make my own mocap files.

My problem: The Neck of the model is longer than normal but just using the mocap file from ipisoft.

Here what I did:

1) Export my bvh file
2) Convert bvh file to bip in 3ds max
3) Added the bip file to the model
Result: Neck is longer. Other parts seems to be fine.

What I have testet:
1) Import a bip file to the model (with biped). The File was downloaded from the internet.
Result: Neck was normal and everything fine.

If I use the bvh file the model change dramatically. It would be really nice to use the bvh file :=(

Could you please tell me what we are doing wrong? I am not able to use the bvh file and the converted bvh file to bip. But I am able to use a bip file from the internet perfectly.


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PostPosted: Mon Dec 19, 2011 1:45 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
In order to use BVH in MAX, You may need to employ the MNM file for BIPED.

That way you load the .mnm into biped then save the biped,

Upon reload the scale parameters should be saved and correct for future use.

Here is the MNM file for max often called the marker file for biped.

http://truebones.com/mnm.zip


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PostPosted: Mon Dec 19, 2011 2:39 pm 

Joined: Mon Dec 19, 2011 3:07 am
Posts: 10
Hi thank you for your reply. I found where to load the mnm file..

But I still have the same problem (The model is complet squeezed) Maybe I am doing something wrong.. Could you explain me with more details how to do that or show me where I can find a Tutorial?

I tryed this for a new byped, and for the model biped :=(


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PostPosted: Tue Dec 20, 2011 12:44 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
So... as it turns out, the process I discovered earlier doesn't necessarily work if you already have a mesh. The reason for this, as far as I can tell, is that importing BVHs in 3DS Max will scale your biped to the BVH scale. This can wreak havoc with the skinning of the mesh and cause other scaling issues.

The solution is to import the BVH, then *export* it as a BIP, which is 3DS Max's native biped motion format. Then you can reset & reimport the BIP onto your biped, and it will scale properly.


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PostPosted: Tue Dec 20, 2011 1:53 am 

Joined: Mon Dec 19, 2011 3:07 am
Posts: 10
Hi mrbones,

how you can see at my first post, I allready tryed that. The Model seems "better", but the neck for example still not correct and I think the arms position also not correct.

Can I send you the bvh file and the model to check? Interesting is, that if I download bip files from the internet for free, I can not see this Neck Problem I have now..

I think that the problem must be between the conversion from bvh to bip.

I am spending hours and hours to try to solve this problem. It would be nice if Ipisoft would help me to solve this problem :=(


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PostPosted: Tue Dec 20, 2011 11:43 am 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Hello,

Yes, Please send me the BVH and a couple of screen shots explaining the problem in detail.

I will definitely take a look.

Thanks and Cheers

mailto:peaklevels@yahoo.com


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PostPosted: Tue Dec 20, 2011 12:26 pm 

Joined: Mon Dec 19, 2011 3:07 am
Posts: 10
Hi I sent you all. You will recieve a mail from wetransfer in 2 minutes.


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PostPosted: Tue Dec 20, 2011 1:07 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Hi E,

I checked it out.

Did you use the MNM file on the biped?

If so there may be an extra node called neck dummy in it... (view the mnm marker file in a txt doc)

There you may see the problem and can comment your code. (simply delete that line as its now unneeded)

Let me know your progress.

Cheers


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PostPosted: Tue Dec 20, 2011 1:33 pm 

Joined: Mon Dec 19, 2011 3:07 am
Posts: 10
Hi,

I deleted this line and tryed again without sucess :=(

Could you bring it to run? If yes which process did you exactly use?


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PostPosted: Tue Dec 20, 2011 5:07 pm 

Joined: Wed Apr 08, 2009 9:23 am
Posts: 301
Location: White Lake Mi USA
Heres what I would do..

I would exort the BVH as a motion builder.

Then I would convert it to a more standard BVH file in Bvhacker.

Then it would be perfectly compatible with the structure of the biped and therefore MNM file.

Other wise....

You have to export your rigg, THe one in MAx without biped as a FBX BVH or DAE.

Then bring that into iPisoft for motion transfer from your bodys armature.

THen export take only.

It will make the bones match your rigg in MAX without Biped, Via DAE, FBX or BVH. via merging.

However if you want to use the BVH in biped you need to make the bvh biped friendly..

I am not sure if iPis output is indeed biped friendly, but I know Truebones are, so thats the route I take.

Cheers


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