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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 07 8:53 pm)



Subject: Philc's BVHHelper..has helped me but......


tebop ( ) posted Sun, 02 March 2008 at 12:10 PM · edited Sat, 08 February 2025 at 2:04 AM

 Some Bvh's that could not ever be opened in poser , are now useable after i rename the body parts to the corresponding poser body parts.  However, since the original bodyparts are more than the poser ones.. the animation turns weird

Example I use james

but the bvh has things like

UPPERNECK
LOWERNECK

THORAX
UPPERBACK

HIP
LEFTHIPJOINT
RIGHTHIPJOINT

So, what i do is just reuse the same poser bodypart name. like
upperneck, lowerneck use the same NECK. HIP, LEFTHIPJOINT, RIGHTHIPJOINt i set to HIP

and that really does't work.. Although thankfully at least the BVH works and opens: ) , the animation looks weird.. like if it's a BVH of a character walking. his legs move fine, perfectly, but the hip stays unmoveable

is this just not possible to convert these kind of bvhs?


PhilC ( ) posted Sun, 02 March 2008 at 12:31 PM

The reason for the hip is probably because LEFTHIPJOINT and RIGHTHIPJOINT should be better translated as left and right buttocks (if your figure has them), or thighs.

UPPERNECK and LOWERNECK will probably best be combined by assigning them to neck.

UPPERBACK >>> chest

If Poser can not assign a part it is just ignored. In this instance I would not worry about THORAX.


tebop ( ) posted Sun, 02 March 2008 at 1:55 PM

 Thanks phil


tebop ( ) posted Sun, 02 March 2008 at 2:15 PM

 Hey Philc.. update. i tried to do HIP -- > HIP    and there are two LEFT HIP JOINTS... so i set the first left hip joint to ---> LThihg     and the next left hip joint to --> NONE

and magincally.. now the whole thing works beautifully


PhilC ( ) posted Sun, 02 March 2008 at 2:24 PM

There ya go :)


tebop ( ) posted Sun, 02 March 2008 at 2:33 PM

file_401153.jpg

 Thank...But for the arms and shoulders

i did for both left and right arms

clavicle-->Collar
Humureus-->Shoulder
radius-->Forearm

and the arms twist weird... maybe those are not the correct settings to use

I'll try something else


PhilC ( ) posted Sun, 02 March 2008 at 2:51 PM

I think you are on the right track. Next I would use the Correct Offset tool.


tebop ( ) posted Sun, 02 March 2008 at 3:20 PM

file_401159.jpg

 PhilC...DONE!!! i figure it out.. wow, that was awesome. Now i got a smooth animation. i use the correct offset tool. At first i was confsed cause i could only move the forearms.. but i guess that's how it is.. so that's the only thing i need to correct.

wow, it's perfect now.

Thanks


Miss Nancy ( ) posted Sun, 02 March 2008 at 3:51 PM

I would like to see an utility that interpolates new, non-standard body parts that some
modellers (anton, phantom) have added to ameliorate the bvh file's default joint set-up.
e.g. if there's a new body part between the hip and the left/rt butt, then instead of bending
the butt 90 deg., bend the new part 45 deg. and the butt 45 deg.  similarly with the
new joint between the rcollar and the rshoulder:  if the rshoulder bends 90 deg. in a
standard default bvh file, then bend the rshoulder 45 deg. and the new intermediate
shoulder part 45 deg.



PhilC ( ) posted Sun, 02 March 2008 at 4:04 PM

The BVH Helper has a tool that will do that.

Scroll to the bottom of the page and you'll see the tool panel entitled "Even out twisting in:-"

http://www.philc.net/BVH_helper.htm


tebop ( ) posted Wed, 08 July 2009 at 10:46 AM

 HEY PhilC. 

i've haven't used BVHHelper in a while cause i had already converted various BVH. but im starting a new project so i need to convert more. 

Is there any way to , When you edit the BVH and have to change body part names, is there anyway to let the program know that i want to use the exact same settings anytime i use BVH Helper?

It's tedious having to rename body parts everytime


PhilC ( ) posted Wed, 08 July 2009 at 11:01 AM

Not currently but anything is scriptable.


tebop ( ) posted Wed, 08 July 2009 at 11:07 AM

 oh good, then i hope you would do it : )


PhilC ( ) posted Wed, 08 July 2009 at 11:11 AM

This may need to be a "one off".  Would you be able to email me an example from/to list?


tebop ( ) posted Wed, 08 July 2009 at 12:58 PM

 Hey Philc, well i'm doing ok now without changing body part names. For some reason, now the BVH's are importing fine without doing name changes.

But some BVH's are way too long. Is there a way to cut BVH's in chunks before importing?


tebop ( ) posted Thu, 09 July 2009 at 12:05 AM

file_434417.png

 Hey philc, many times when i import bvh.. All the body parts work and are animated correctly, but the arms and forearms and hands are distorted bent inward towards the charactere's body.

I can make it look nice by using the Correct Offset, 

but still the correct animation that the BVH makers made is pretty much gone if i do that. 

Is there anyway to not get the arms all bent inwards, and instead get the correct arm animation that is supposed to be there?

Like in this Image of a BVH where character is on ground and is supposed to pushhimself up and get up to his feet. 

The feet, legs, and torso animated fine but the arms are totally wrong, and if i do the correct offset option, then there won't be any animation unless i create it myself after . 


PhilC ( ) posted Thu, 09 July 2009 at 4:41 AM

Would you like me to take a look at it?


tebop ( ) posted Thu, 09 July 2009 at 9:24 AM

 PhilC, i sent you the BVH, just right now. Thursday July 9


nyguy ( ) posted Thu, 09 July 2009 at 9:46 AM · edited Thu, 09 July 2009 at 9:50 AM

Quote -  Hey Philc, well i'm doing ok now without changing body part names. For some reason, now the BVH's are importing fine without doing name changes.

But some BVH's are way too long. Is there a way to cut BVH's in chunks before importing?

I use several products (all free) to cut the sizes down 1. http://www.avimator.com/

  1. http://davedub.co.uk/bvhacker/ (best by far I think)
  2. http://sourceforge.net/projects/free-bvh-editor/

Poserverse The New Home for NYGUY's Freebies


tebop ( ) posted Thu, 09 July 2009 at 10:29 AM

 He nyguy. 

Mac user here, so your links don't work for me.

I tried all nothing worked, and 2 of them were for PC only


tebop ( ) posted Thu, 09 July 2009 at 12:37 PM

hey guys, well i found a way to split the BVH to smaller sizes.

hehehe, just open with a text editor like BBedit, and delete a chunk of the numbers at the bottom of the bvh. It works!!!  I got a 511 frame bvh down to 50 frames.

great!!

of course , i won't really know what i'll end up with until i see it in poser but it's ok, because i mainly want the BVH to get chunks of animations so i can make looping short animations and animation parts  that can help me make my own animations


tebop ( ) posted Thu, 09 July 2009 at 1:04 PM

file_434465.png

Back to the original topic. Look at this pic, it's part of a BVH where the guy is getting up. Here i would expect the arms to be pushing off the ground but instead the arms are all curled up and distorted. That's what i want to be able to restore. i want to restore the original animation of the arms.

By the way i've been imporiting the BVH
choosing To Alight arms in X-Axis, and Scale Automatically( 2 pop up windows that poser gives me)


tebop ( ) posted Thu, 09 July 2009 at 10:26 PM

file_434493.png

 Guys i'm back, 

Using BVHHelper, i changed the name of the shoulder and forearm

but still the shoulder and arms, are distorted. Why doesn't it make the correct animation?
All the other body parts work, it's just the HAND, FOREARM, and SHOULDER


tebop ( ) posted Fri, 10 July 2009 at 11:12 AM

 I guess there's no fix  for the arms and shoulders for these files, right?

The only thing i can do is create the animation for those on my own. 

Other BVH have working shoulders and forearms, but these particular ones don't . so i guess that's ok. 


Reisormocap ( ) posted Fri, 10 July 2009 at 5:05 PM

BVH files are notorious for their difficult import into Poser. That's why programs like PhilC's BVH Helper are so invaluable to anyone working with BVH files and Poser or Daz|Studio.

You may want to double-check to make sure that you're mapping the BVH data onto the right body parts in the arms.

I can suggest that you try is turning on IK for the arms, and then animating the Xtrans, Ytrans, and Ztrans of the hands to where they should be and hoping that the rest of the IK chain in the arms will fix the problem.

The only other option is adjusting the rotation curves in the graph editor to incorporate something resembling the right offset.

Posermocap - Motion Capture animations for Poser and Daz3D.


tebop ( ) posted Fri, 10 July 2009 at 6:07 PM

 Thanks for the idea Posermocap!!

I changed these bodypart names, and it worked!

-lradius -> lForeArm

-lwrist -> lHand

-lhand -> lHand

-lfingers -> lHand

-lthumb -> lthumb

i also turned on IK for both the feet and the hands prior to aplying the modified(  names)BVH


Reisormocap ( ) posted Fri, 10 July 2009 at 6:55 PM

Glad to hear it worked for you.

One word of advice though...I've found it best to use IK only when necessary, since I use a lot of mocap data and the IK can introduce problems. If you find that an import is causing grief and you have IK turned on, try it again with IK turned off.

And remember to save animated pose files of the motions once you've mapped them onto the figure and you're happy with them. That will save you a lot of grief re-importing BVH files.

Posermocap - Motion Capture animations for Poser and Daz3D.


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