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getting a bvh file back onto a biped in Max
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  • lunamoth
  • Posted: 03 August 2011 04:50 AM
  • Total Posts: 4
  • Joined: 12 August 2009 11:50 AM

Hi,

Our pipeline for our current project requires us to export from Maya into our game engine. There are some artists that prefer to clean up in mocap in Max. I’d like to get a bvh of the maya skeleton we have characterized into Max. This initially scales the biped to be the same size as the original skeleton. Anyway, it’s giving me errors about the naming convention (from the maya based characterized skeleton exported bvh for Max). Is there any documentation on getting a bvh file back onto a biped in Max? I can’t find any.

Thanks!

Laura



Replies: 1
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Laura hi,
I read the post several time and I’m confused (probably I’m over analyzing it) where the problem is - Maya to MB, MB to Max or something else.
To get a FBX file back to a 3D package software such as Maya, Max etc. you need to plot the control rig animation into the skeleton: click on the big blue button on the Character Tools window and “Bake(plot) --> Bake(plot) to skeleton...” after that you can save it as FBX or select “Motion File Export...” from the file menu and chose BVH - I never tried exporting to BVH but I believe it should work. Anyways the FBX will hold the skeleton animtion which, as I said, can be read by other 3D packages.

BTW take a look at the MB tutorials (http://usa.autodesk.com/adsk/ser...d=13293201&linkID=9242336) especially ‘Using MotionBuilder with Other Applications’.

Author: -=Ethan=-

Replied: 03 August 2011 11:07 AM  
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  • lunamoth
  • Posted: 03 August 2011 11:18 AM

Thanks Ethan,

The reason I need a .bvh file is because you can’t import an fbx file onto a Character Studio Biped. I can get just he regular baked skeleton in just fine and animated as an fbx but it has none of the editing capabilities that are built in to Character Studio. I’ll mess with some more. Usually a CS Biped will take any type of bvh file under it’s motion capture rollout. Not sure why it’s being a pain with this export out of MB from a skeleton named correctly and characterized in MB.

-Laura



Replies: 0
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  • lunamoth
  • Posted: 04 August 2011 03:40 AM

I found the link that describes what I need to do to get a bvh on a biped.

http://download.autodesk.com/global/docs/motionbuilder2012/en_us/

I renamed all of the joints and the pelvis is stuck in place when I import the bvh through the motion capture panel in Max for the CS biped. The arms and legs are waving around but the joint that they want you to rename “Chest” is causing the clavicles to be sucked together and offset. I’m not sure why Motion Builder doesn’t have a naming convention for multiple fk spine joints..only 1 chest (spine) joint which implies an Ik spine which CS biped does not have. Weird.

If anyone has successfully got a bvh from Motion Builder to a Character Studio Biped in Max please let me know your process!!

Thanks,

Laura



Replies: 1
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Whoops…

http://download.autodesk.com/global/docs/motionbuilder2012/en_us/

under the search topic: Export BVH animation to Character Studio

Author: lunamoth

Replied: 04 August 2011 03:43 AM