xoconostle opened this issue on Apr 23, 2005 ยท 4 posts
xoconostle posted Sat, 23 April 2005 at 1:04 PM
I'm trying to test some sample BVH files. When I load BVH, my figure rises off the ground. I seem to recall that geep or someone had posted a pretty simple way to fix this issue using the animation palette, but I haven't been able to locate that post. Can anyone help?
Little_Dragon posted Sat, 23 April 2005 at 2:03 PM
The simplest way to correct this problem is to use the BODY's yTran dial to offset the figure's position. However, if the mocap isn't particularly clean, the figure's altitude might vary throughout the animation, and you'll have to keyframe new yTran values at various points to ensure that it remains at ground level. The downside of using BODY is that it won't automatically be saved in pose files or .bvh files.
You can also adjust the hip's yTran values, but as these are already keyframed throughout the animation, the best approach is via the animation graph (as shown above). You can select a range of keyframes, and then shift them vertically by holding down the CTRL key.
If you have Pro Pack, P5, or P6, you also have the option of using a Python script (dropFigToFloorAllFrames), which will adjust the hip's yTran keyframes automatically.
Fazzel posted Sat, 23 April 2005 at 2:38 PM
One problem with drop figure to floor all frames is that in a dance, if the figure is supposed to be leaping into the air, the figure is now stuck on the ground and so it loses part of the flow of the dance because the figure is now always at the same level. One alternative is to leave the figure alone and instead create a floor prop from a single sided square and move the floor up or down. If you have other objects in the room such as furniture, just parent them to the floor prop so they move up and down with the floor.
xoconostle posted Sun, 24 April 2005 at 12:58 PM
Thanks very much to you both for the helpful suggestions. I misspoke ... although the file I was using was created from a .bvh file, it's been Poser-ized as a .pz2, so there is no scaling option ... the animation simply loads. However, I've seen this same problem with actual .bvh files. The fixes you suggest would work with this file anyway. I'll give it my best shot today. I'm saving the .gif, L_D. Thanks again!