Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 04 4:13 pm)
You have to change the BVH export option to "Do not scale" to include the BODY so that its translations are included. This is the body part to which Walk Designer applies the translation. With "Scale Automatically", only the body parts under BODY are included in the BVH.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
I did what you advised but it doesnt seem to work.
After applying the walk designer with path, I exported the bvh with "Don't scale figures" selected. When I imported it into the scene, the figure turns to different directions but doesn't leave the place.
I tried a different approach, saving it first as a p2z animated pose file, applying that to a new figure then exported again the bvh with no scale. She still doesn't leave her place like the former.
I tried experimenting maybe when import, I both tried no scale and with scale. The only difference is v4 levitates up the ground in the "Automatically scale" option and it too doesn't leave her place.
I am running out of ideas and getting frustrated. Help please. Thanks for replying.
Passion is anger and love combined. So if it looks
angry, give it some love!
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What I did is after I created a path + walk designer and manually added a quick arm animation, I exported the bvh with no scale. I opened a new scene, created a path (the same as the original) and used the same walk in walk designer. Then moved back the slider to frame 1, imported the bvh and it worked the way I wanted it.I do not know if I should celebrate because the problem that lies next is, what about a scene which the character is flying above the ground or any animation with no need of walk designer? I am thinking maybe the best way is to write down the xyz translations in selected key frames in the initial scene to re-key them in a new scene which has the imported bvh.
The reason why I am doing the "hard way" of animating is I import the scenes to DAZ which is a little different animation wise to poser unless you use BVHs.
Passion is anger and love combined. So if it looks
angry, give it some love!
I did some testing and searching in the forums and it appears that Poser will export the BODY translations with "Do No Scale" but it ignores them on application of a BVH no matter the import selections - odd. From my readings, it appears that your best bet is to save the walk for Walk Designer (the user would need to apply it via Walk Designer) and let the user add the path - or find some way to load your path from the library.
I just can't understand why Poser would allow export of these translations but not import them. My Cinema 4D interPoser Pro plugin (though the BVH support is rudimentary) supports this so that the walk path is realized.
If you continue to encounter resistance, you may want to post in the Poser Technical forum or nudge the more affluent Poser gods like svdl, markschum, lesbentley for solutions.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
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What I did is I made v3 walk in a path using the walk designer then exported the animation as a bvh, thinking it will give me a bvh file of her walking in the same way. When I imported the bvh back, V3 walks but she is walking in place and doesn't leave where she started.
Is there a way to make bvh files that involves xyz translations in Poser? I see bvh motion packs in the store exclusively for poser. I want to make the same.
Thanks.
Passion is anger and love combined. So if it looks angry, give it some love!