Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk® MotionBuilder® / MOCAP / How to import BVH files to motionbuilder into your character? pLEASE HELP!!!
  RSS 2.0 ATOM  

How to import BVH files to motionbuilder into your character? pLEASE HELP!!!
Rate this thread
 
34119
 
Permlink of this thread  
avatar
  • abc123pro
  • Posted: 06 September 2009 05:36 PM
  • Total Posts: 3
  • Joined: 05 September 2009 11:29 AM

I have some bvh and want to import it into to a character in motionbuilder. I can import the bvh but HOW DO I PUT INTO THE CHARACTER SO THE CHARACTER CAN PERFORM WHAT ITS ON THE BVH.



Replies: 1
/img/forum/dark/default_avatar.png

you need to make sure that your character is skinned and the naming convention of your bones are the same then file, import, merge, there is a tutorial somewhere in area site, it’s a video tuts for motionbuilder

Author: kappaep12

Replied: 08 October 2009 02:34 PM  
avatar
  • css_maya
  • Posted: 27 November 2009 11:52 AM

hi
you need to do several steps :
1- you should skin your character in yoour main application (maya or 3dmax) and export the character and the rig as fbx
2- import your character to motion builder
3- characterize it and activate the character in motionbuilder
4- import your bvh file
5- characterize your bvh rig (it should be in T pose)
6- on your main character’s properties choose character input as source and choose your bvh character as input
7- now your character should follow the bvh
8- on main character’s properties plot the animation and choose skeleton
9- now you can delete your bvh rig and character and save the file
10- import it in your main application. if you done everything correct your character should have the bvh animation.
11- now place your character in scene and have fun :D



Replies: 1
/img/forum/dark/default_avatar.png

Hey can you please explain a bit more on the 5th step.

5- characterize your bvh rig (it should be in T pose)

After I import a bvh rig how to characterize it?

Author: Chana

Replied: 27 March 2011 07:15 AM  
avatar

you have to drag and drop a character asset on the bvh joint hierarchy and if your bvh is motion builder ready it will warn you “character must be in stance pose facing z axis” and asking if it’s a biped or quadruped character. Click on bibed and you are done
if the character definition is not motion builder ready (names of your bvh joints not corresponding to the mb naming convention) you have to drag and drop each joint from your bvh into the corresponding field in the character definition tab.
Don’t know if it’s clear enough and if it’s answer your question
but go to http://mocappys.com/?p=32 and learn more precisely how to characterize de joint hierarchy



Replies: 0
avatar

Hi everyone,

I’m new in using Motion Builder and I thought to post here as I wan to use it for animating a character with a bvh.

I wanted to ask if I can import models that I have exported from 3D Max other than biped and then import a bvh file. Or does the model must have a biped skeleton for it to work?

Thanks a lot!



Replies: 0
avatar
  • svv3d
  • Posted: 21 June 2011 08:41 AM

check this workflow
http://area.autodesk.com/blo...kflow_and_a_bit_of_kinect



Replies: 0
avatar

Yes,I see.This is very important.



I ordinarily applied serious resume writing help privacy. My bought instant resumes overall were designed by instructed experts point-device.

Replies: 0