Forum Moderators: nerd, RedPhantom
(Last Updated: 2024 Nov 23 5:19 pm)
Maximo uses its own skeletal naming no matter what you upload.
So you rename them as you already wrote a script for.
Google BVH hacker, and download 1.9.1.
It will help you retain your hair when working with BVH files, and has many edit functions for the animations....
It was originally written for Second Life if I remember right, and is very handy to have if you work any BVH files.
Some things are easy to explain, other things are not........ <- Store -> <-Freebies->
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So, are any of you lovely folk using Mixamo animations in Poser?
I'm doing animations for the very first time(!), and I like the look of the Mixamo animations.
BUT… while I can upload a figure, apply an animation and download the resultant FBX file (which all works fine), the FBX file isn't like the original figure - its body parts have different names etc. I can't apply morphs, poses and stuff. Exporting a BVH from the FBX doesn't work when applied to the original figure.
Anyway, for now I've written a script which converts the Mixamo animation to a Poser BVH (results are very good), but the workflow is a bit laborious.
Do any of you clever bods have a good workflow for using Mixamo animations in Poser?
So far, my workflow is this:
1. Upload a figure to Mixamo
2. Apply an animation
3. Download as an FBX
4. Import the FBX and the original figure into a scene
5. Run my script which applies all the FBX rotations and translations to the original figure, across all frames of the animation
6. Save a BVH from the original figure
To be fair, it's quicker than it sounds, the results are very good and the BVH works nicely on figures with similarly named body parts.
Still, I can't help but wonder if there's a better way of doing it that this muggle doesn't know about?
Free stuff @ https://poser.cobrablade.net/