Forum: Poser - OFFICIAL


Subject: Can`t handle BVH-Motions

factor opened this issue on Jul 22, 2006 · 6 posts


Dale B posted Sat, 22 July 2006 at 6:19 AM

Quote - Hi!

Its horrible!!!!!!

Its my first time with Motions. So i browse to my BVH-Motions and here the problem begins:

Poser asks something about "aline to the x or Z-Axis", next step it asks if it shoud tweak something or not. (I can`t remember the exact phraze right now).

But.... WHATEVER i tried in several combinations.... i get 2 important errors.

One: V3 is kicked up high in the air!

Two: she looks like a freak with knots in arms,legs and body!

I am at the end of ideas! And frustrated as well.

Does anybody know a good tutorial to LEARN using BVH-Motions?

Or has someone a hint what i can do?

Many, many thanks, Factor

To answer your second question, the two messages should be answered 'align along the X axis', and 'scale automatically'. The first provides the basic orientation so the app knows how to look at the motion data referring to one axis, and the second one scales the spatial information in the bvh file to match the figure you are loading it onto. Vicki going vertical is easily fixed. Select the hip, then click on the Ytrans dial. Go to the menu bar and select 'window', then 'graph' from the drop down menu. The graph editor is going to be your best friend in animation, as it makes it easier to find and fix keyframe problems. Anyway, oyu should be looking at a graph of the y translation values (assuming she isn't jumping about, it should be a fairly straight line). Move the graph to one side, so you can see better. Make sure you are on frame 0001, then go back to the menu bar and choose 'figure', then drop to floor (or simply hit control D). The figure should return to floor level for frame one, then jump right back up again for the rest of the animation. In the graph editor, you'll see that, with the first keyframe much lower , and a sharp line leading from that frame 01 keyframe to the next one. Place your mouse pointer between those two keyframes, press and hold left click, then drag the pointer to the right to the end of the animation. The window should turn black with white lines. Release the left button and move the slider below the window so you can see the difference between that first frame and the rest. If you move the pointer into the black area, it will turn into a parallel horizontal line. Press and hold ctrl, and it should turn into a parallel vertical lines. Simply press and hold left click, and drag your mouse downward slowly. The entire selected section should move vertically, until you have it in line with the 01 keyframe. Once you're satisifed, release the left click and close the editor. Vickie should have her feet firmly on the floor for the entire animation now. The broken joints are even easier. =Before= you load the bvh file, go to 'figure' on the menu bar and turn of IK for all the limbs. If that doesn't fix it, then there is some basic difference between the armature the bvh was made/extracted from, and Vickies rigging system. Fixing that is going to be a matter of frame by frame, value by value tweaking. And get used to the process; motion files of any kind require tweaing, sometimes major tweaking.....