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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 19 10:45 am)



Subject: trick for using mocap(bvh) on Daz's Millenium People?


rustyg ( ) posted Wed, 14 November 2001 at 10:06 AM · edited Sun, 19 January 2025 at 11:06 AM

Is there a trick to use Mocap (BVH) files in Poser on Vicky or Michael? Files work fine on Poser 4 people, just distort the MIL people. Please help me!!! Thanks.


Staby ( ) posted Wed, 14 November 2001 at 10:41 AM

DAZ millennium figures have different joint parameters so poses designed for the standard P4 man and female wont work correctly on them... I don't know if there is a solution. Sorry


Kayleb ( ) posted Wed, 14 November 2001 at 11:55 AM

Could a python script be written that would tranlate from P4 joint par. to Millennium ones?


rustyg ( ) posted Wed, 14 November 2001 at 12:21 PM

okay, I just got a message back from Daz, and they say that all of their models have been tested with BVH files. So, apparently it's something I'm doing wrong. I have worked with it, and I can get it "almost" right, however the shoulders are still funky. Any ideas?


jschoen ( ) posted Wed, 14 November 2001 at 12:23 PM

Does a BVH use joint parameters? Isn't it just the position, rotation and movement contained in a BVH? I don't know, sorry for posing another question. But setting the "Use Limits" may help. That way it may help with strange bends. Also turn off IK and see if that helps. Also try changing the "z" or "x" (I think these are import BVH parameters) when importing. James


rustyg ( ) posted Wed, 14 November 2001 at 1:55 PM

Where is "use limits?" how do I turn off ik? i've already tried the z and x thing. BVH should simply be "motion" data, and I understand that each character reacts differently to the bvh, i'm just having the same problem with all the Millenium characters.


Grammer ( ) posted Wed, 14 November 2001 at 2:24 PM

When you have data on Left and Right collar in the bvh file , these are mapped on the same parts parts in P4 and MW. Yet these parts work different in both figures. Whereas P4 can have more than 30 degrees up down, MW has about only 30 degrees, more looks weird. Go in the graph editor and delete all keyframes on the left and right collar in the MW figure, thats it. But you are out of luck when the complete arm movements are in the collar channel and not in the shoulder . At least this works for me. Karl


jschoen ( ) posted Wed, 14 November 2001 at 2:26 PM

In the menu Use Linits: Figure>Use Limits Selecting this will toggle it on and off. But beware, I've found that at times it will NOT toggle OFF. Figure>Use Inverse Kinematics>Right Arm, Left Arm, Right Leg, and Left Leg Legs are on by default. You can toggle them off here. For some reason I remember this being a fix for this problem with the P4 figures, but I have no idea with the Millennium figures. James


Grammer ( ) posted Wed, 14 November 2001 at 2:26 PM

Oh, I forgot, you can copy and paste the data from the collar to the shoulder, this works. Annother solution is a python script which corrects this, may be somebody will write one. Karl


rustyg ( ) posted Wed, 14 November 2001 at 3:10 PM

Okay, I finally got it! Thanks everybody! Using everything you told me got me really close, then I figured out that I could "lock" the problem parts, works great now, thanks again!!!!!!!


nitreug ( ) posted Wed, 14 November 2001 at 10:32 PM

So rustyg, what are exactly the steps to apply mocap(BVH) to millenum figures as per your experience?


rustyg ( ) posted Thu, 15 November 2001 at 4:00 PM

Depends actually, nitreug. Each BVH is different, and each characters reacts differently. But, for MIL characters, and you might have to test it first to see which part of the character is being distorted (especially in the shoulders). Select the body part (shoulder for instance), then go to Object: Lock Actor. This will keep the body part from distorting, but will still allow it to move. Then, after doing that to the body parts, import the BVH file to the character. Try it, and if you have a problem email me and I'll help if I can. Thanks.


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