Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 07 8:53 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.
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.
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:-"
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
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 .
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/
Poserverse The New Home
for NYGUY's Freebies
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
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)
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.
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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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?