help with BVH

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help with BVH // Archive: Tech Forum

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Post by instantmovieman // Sep 26, 2007, 11:46am

instantmovieman
Total Posts: 10
I've been working through the animation examples in the manual but can't find anything other than the diffintion of BVH. I don't see any referrence to it for attaching to a character. When I search the forum, BVH is to short a word for the seach engine?

Before the release of 7.5 I thought I saw a video from Roman that showed how easy it was but I can't find it now.


Any one have a tutorial on this or instructions?

Post by Burnart // Sep 26, 2007, 5:11pm

Burnart
Total Posts: 839
pic
MrBones posted this a while back


http://forums1.caligari.com/truespace/showthread.php?t=2963


Might be what you need.

Post by instantmovieman // Sep 27, 2007, 10:11am

instantmovieman
Total Posts: 10
:( Thanx for trying Burnart, but that only shows dropping a DX9 shader onto a model and then dropping a character that's all rigged with animation already on it into the workspace.


I thought it was a drag'n drop deal but I'm definitely doing some thing way wrong! To try it out I drop the rigged Bob model in the workspace and drag in a BVH and I get a skeleton that moves but I can't find out how to attach it to Bob. Shouldn't this be in the manual?


If it is could some body point me to it because I just can't find it!!

Post by Jack Edwards // Sep 27, 2007, 12:08pm

Jack Edwards
Total Posts: 4062
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BVH data (key frames) can be copied and pasted in the AE. It's a bit tedious, though. I think a good feature request would be a more automated solution for adapting BVH data to existing rigs.

Post by trueBlue // Sep 27, 2007, 1:07pm

trueBlue
Total Posts: 1761
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Load Binky from the Character library and one of the BVH from the BVH - sport library.
Without moving Skeleton move Binky as close as you can so the Skeleton fits inside Binky.
Select Skeleton and then Attach Skin to Skeleton tool, then select Binky on legs, chest, and head. Should highlight green when attached.
With Actor selected select Set pose as default tool.
Select the Weight paint tool and then a bone, then Add and/or Subtract influence. With my experience with the above only the Boots needed painted.
Hint: Select the Dynamic pose tool and a lower leg bone and move out from other leg and then select Weight paint tool. Now paint the trouble areas until they go back into position. Then select the Reset pose tool. Open Animation Editor and push Play. If you see stray vertices repaint as above.

If you have trouble doing the above I will upload the Skinned Binky Character for you.

This Binky character now follows the same naming convention needed to use the supplied BVH files supplied with tS7.5.1.
Other BVH files from others may not work because of the different naming convention and or number of bones. Mr. Bones can supply you with all the BVH files that you could ever possibly need that is compatible with his Binky character.
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