Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 18 10:25 pm)
Did you preview the exported BVH from LF "lite" in one of the free BVH viewers?? Also are those control chip actually bone rigged???
You may to wish to use animated poses(PZ2) for motion transfer with that figure as I have found (PZ2) less problematic with the newer poser figures such as"Bella" when I made some freebie animations for her.
I had worked on editing a test import with lite for a few days when I had time, so I checked it repeatedly, although not outside Poser. Just as another test I've imported another on on LFP to begin with, and it currently rendering a test for consistency. No changes done yet, as this will be the baseline import to compare future things against. I'll be doing the import export routine, and see if things happen again. I should probably get one of those BVH viewers to double check the conversions.
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I've been working on putting together an animation to put La Femme through her paces (and get my touch back on the dope sheet and graph). So I decided to use the bellydance aniblocks from long ago from DAZ and the aniblock converter. So we're talking about a V4 resource used on a much different model. I imported and used La Femme lite that came with the update, and it was surpisingly well behaved. The usual floating in midair due to the differences in root values and the legs not quite bending the same way, so you get 'foot in the floor' syndrome, but otherwise, it worked well, and I had mostly solved the generic biovision issues.
Then I saved the bvh file of that work out and loaded La Femme Pro and applied the bvh file with automatic scaling and orientation the X axis. BOOM.
LFP had turned into a full bodied gargoyle. Her hands developed backwards knuckles, her butt became a retrograde Mobius sculpture, her breasts decided to tie themselves into a inverted knot, and her entire head suddenly made Dorian Gray cute. I zero-ed the first frame, and things returned to normal. Second frame, boom again (the aniblock importer or Poser puts down a key for every frame of the imported motion, so there is no issue with quaternion zoom). The problem turned out to be the control chips on the figure. Only specific values went boom; Up-Down, Side-Side, Wide-Narrow, Bend, Twist, and Open-Close. All the XYZ channels behaved, as well as the JCM and morph channels. I can't tell if it was just random noise, floating point errors, or the fact that the chips are nested four and five layers deep on the pull down menus. I don't have access to my other bvh files atm, so I can't say if this is unique to the aniblock system, or a more general issue with bvh. But it was enough of a pita I thought I should warn those who might be planning to use canned motion files. If you know your way around the graph editor its an easy drag up/down fix, but it involves nearly all of the control chips. A few weren't affected, so it isn't something about them per se. Likely its in nesting or naming.