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View Full Version : Importing a Marker Set and Orientating


Bipdiddly
03-30-2011, 05:37 PM
I have to import dozens of Moven .bvh files into MB 7.5 and want to know is there anyway I can automate (or batch complete) setting up the actor with a marker set? I have saved a standard marker set, but when I import a .bvh file and try to import that setting (.hik file) it doesn't work - see attached screen grab. Do I still have to drag and drop all the skeletal points?

YKarbaschi
03-31-2011, 06:29 AM
Hi,
If you have the skeletal data, why do you need to use an actor? The actor is used when you want drive a character from a set of optical markers and then convert that to skeletal data if the motion is accepted.

Bipdiddly
03-31-2011, 08:14 PM
Hi,
If you have the skeletal data, why do you need to use an actor? The actor is used when you want drive a character from a set of optical markers and then convert that to skeletal data if the motion is accepted.

Which is exactly what i need to do. I am driving a standardised character for a virtual world and taking the data into that enviroment in slightly different .bvh format.

YKarbaschi
04-01-2011, 06:26 AM
taking the data into that environment in slightly different .bvh format.

What do you mean by "slightly diffrent .bvh format" ? If you want to use your motion, for example in a game engine, Firstly you should know which format your game engine support. If you want to use .bvh format, You can map the joints of your character to the imported skeletal data even with different names. But I suggest you to find out if your game engine support .fbx format. It's a more better format in your case, I think.

Bipdiddly
04-02-2011, 08:35 AM
I have been importing animations into Second Life like this for some years now and this workflow works and is necessary as the naming conventions of .bvh files in SL is different from the naming conventions of the .bvh files from Moven. It may be because there are differing numbers of skeletal joints in each. SL support .bvh files and only .bvh files.

I am seeking a simple answer to my question and wonder if anyone can answer my original post about automating or batch processing marker sets.

YKarbaschi
04-02-2011, 01:12 PM
I am seeking a simple answer to my question and wonder if anyone can answer my original post about automating or batch processing marker sets.
1. Import All of your .bvh files by File->Import (with -In Same Hierarchy- option for Create section) into multiple takes.
2. Make a new actor and import your .hik file.
3. With the All joints of your character selected, press the x key on the keyboard (it depends on your keyboard configuration. Mine is maya) and drag them to the Actor settings window, specifically where written -Drop Object Here-.
4. Check on the -Active- option in the actor setting window.

Bipdiddly
04-02-2011, 02:20 PM
1. Import All of your .bvh files by File->Import (with -In Same Hierarchy- option for Create section) into multiple takes.
2. Make a new actor and import your .hik file.
3. With the All joints of your character selected, press the x key on the keyboard (it depends on your keyboard configuration. Mine is maya) and drag them to the Actor settings window, specifically where written -Drop Object Here-.
4. Check on the -Active- option in the actor setting window.

Excellent explanation YKarbaschi, to the point and very clear - my problem is sorted and you have saved me a whole bunch of time.

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04-02-2011, 02:21 PM
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