We couldn't find any threads matching the specified search criteria.
4 comments found!
Hello Sixus1, exactly I don't know for P4, but P3 bvh generated files are not conpatible with MAX 'couse have extra joints and different naming from the CS supported. Although that there's a workaround, simply edit the poserbvh and change the name of joint according to the following list: MAX CS Poser3 LeftHip Left Thigh LeftKnee Left Shin LeftAnkle Left Foot RightHip Right Thigh RightKnee Right Shin RightAnkle Right Foot Chest Chest Chest2 Abdomen LeftCollar Left Collar LeftShoulder Left Shoulder LeftElbow Left Forearm LeftWrist Left Hand RightCollar Right Collar RightShoulder Right Shoulder RightElbow Right Forearm RightWrist Right Hand Head Head Neck Neck all the other extra joints in the poser bvh files can be renamed with a name you want (I use "nothing", or simply deleting the space names have inbetween i.e. Left Eye with LeftEye). Remember that however the hands will remain with a 90 degrees angles, don't know why but this is. So you'll have to change theyr positions inside MAX. When the import dialog come in MAX select "point" not angle or auto for arm otherwise you'll obtain a wrong arms movements (IK are rotated negative). Alex
Thread: exporting poser animation into 3D studio max | Forum: Poser - OFFICIAL
This is the joint list to be renamed: column MAX column Poser LeftHip Left Thigh LeftKnee Left Shin LeftAnkle Left Foot RightHip Right Thigh RightKnee Right Shin RightAnkle Right Foot Chest Chest Chest2 Abdomen LeftCollar Left Collar LeftShoulder Left Shoulder LeftElbow Left Forearm LeftWrist Left Hand RightCollar Right Collar RightShoulder Right Shoulder RightElbow Right Forearm RightWrist Right Hand Head Head Neck Neck nothing Left Eye " Right Eye " Right Thumb 1 " Right Thumb 2 " Right Thumb 3 " Right Index 1 " Right Index 2 " Right Index 3 " Right Mid 1 " Right Mid 2 " Right Mid 3 " Right Ring 1 " Right Ring 2 " Right Ring 3 " Right Pinky 1 " Right Pinky 2 " Right Pinky 3 " Left Thumb 1 " Left Thumb 2 " Left Thumb 3 " Left Index 1 " Left Index 2 " Left Index 3 " Left Mid 1 " Left Mid 2 " Left Mid 3 " Left Ring 1 " Left Ring 2 " Left Ring 3 " Left Pinky 1 " Left Pinky 2 " Left Pinky 3 " Right Toe " Left Toe Alex
Thread: exporting poser animation into 3D studio max | Forum: Poser - OFFICIAL
OK it's a great improvement, but to all MAX users not yet upgraded to MAX 3 and ready to do it, wait before buy MorphMagic, 'couse the R3 has a like MM already inside it, and isn't as the previous one without morph weight, this one have all the same stuff that has MM. Should also have the possibility to animate texture syncronized with morph target, not using .avi but simply telling wich textures use at each frame. Great isn't it? BTW this evening I fixed the problem with BVH poser exported files and the type handled by CS, well using notepad or an editor of your choise edit the poser BVH and rename the joints list according to this list in the following message (sorry but the forum has 2000 characters limit): Well know quite boring on each file, but a friend of mine is wryting a little prog to handle this automatically, news to come. Be carefull that this list refers to a standard character in Poser without hair and props or camera attached, otherwise you have to rename all this new joint names with "nothing". MAX CS will give you an error if you forget the last step. Then you need CS 2.1 'couse 2.0 has some bug importing .bvh files. However the upgrade is free on the KTX site. Hope this help. Sorry for the long list but thought could be useful. Alex
Thread: exporting poser animation into 3D studio max | Forum: Poser - OFFICIAL
Hello Grey, the second method you suggested is quite a problem on my sistem, so if you already tryed it please tell me how, 'couse the bvh files generated by Poser has different joints name than the one used by Biped (Character Studio), I used a trasform table (.mnm in MAX words) but Poser files have also extra joints for fingers that at this time my biped refuse to load the entire files instead of ignoring it, so if you find a solution please let me know. The first method suggested i suppose refers to the use of morphs target, but imagine how big should be a files says 300 frames, 10 seconds at NTSC frames/rate, 'couse each exported frame is ~500K or more depending on optimization.
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Thread: Poser, BVH files and Max | Forum: Poser - OFFICIAL