Game Development Community

BVH Files imported into 3DS MAX

by Mark Nosworthy · in Artist Corner · 08/17/2010 (9:04 pm) · 10 replies

Hi,

Can anyone help.

Im trying to import some 'truebones' BVH files into MAX. However, apart from the usual issues with bones being named differently e.g. "The following track names were find in the file, but not on the biped" I get a subsequent error which says...

"The following required tracks are missing from your BVH file
RightHip,LeftKnee,RightKnee,LeftAnkle,RightAnkle,LeftCollar,RightCollar,LeftShoulder,RightShoulder,LeftElbow,RightElbow,LeftWrist,RightWrist,Chest,Neck,Head" I then get an error which stops the file being imported. I dont have any of these bones declared in my biped, but I dont believe that adding them to the biped is the correct reoslution to this as it will impact my dts exportind.

Does anyone have any experience of using Truebones BVH files, or what is required to make a BVH file compatible MAX.

I have used other files from cgspeed.com which work fine, but these dont support the types of animation that I need and can get from the truebones BVH files.

Can anyone assist or point me in the right direction.

Thanks,

Mark.

About the author

Co Founder of EiKON Games and the artistic lead on the co-operative, tactical, first person shooter, Epoch: Incursion.


#1
08/17/2010 (9:21 pm)
You just need the marker file, contact mr bones or do a search on the net its posted in a few places, and they work fine.

Edit: also make sure you have mocap files that are compatible with max and arent intended soley for use in MB there are a few of the true bones motions that are specific to MB
#2
08/17/2010 (9:28 pm)
here is the marker file you need btw link
#3
08/17/2010 (9:33 pm)
marker file: Here

I'll suggest BVH hacker.

//edit: oh, ken posted it while I was taking my sweet time on my initial reply.
#4
08/18/2010 (9:15 am)
Great, thanks very much. I have tried this and my issue is resolved. Thanks for responding so rapidly.
#5
08/19/2010 (3:21 pm)
Hi,

Can you help again.

When I import the bvh file into max it is fine, however, the positioning on the hands for example is very strange.

The hands seem to be fixed in a hanging position and without changing every single keyframe of the animation I wondering if there is any easier way to fix the positioning of them.

Thne arms and body move perfectly as per the bvh anim, but the hands are at 90 degree angles to the wrists throughout the animation.

I've looked into using layers but cant seem to get this to work for me.

Is there anyway I can apply a transform to the hands that fixs the remaining keyframe positions?

Hope that explains the problem.
#6
08/19/2010 (6:14 pm)
eb said: "I'll suggest BVH hacker."
www.bvhacker.com/ :P
#7
08/19/2010 (10:06 pm)
The BVH file itself is fine when i veiw it in bvh hacker, its when it is loaded onto the biped where the hands are affected.
#8
08/19/2010 (11:03 pm)
So when you load it in bvh hacker, you should rotate the hands the corrective degree of angle.. Example: -90 degrees then save the bvh as a newer version.

*extended steps I take to clear the BVH junk data from the scene*:
load the bvh into a biped, extract/save .bip from biped, delete deformed biped, use .bip on target/final biped.

#9
01/17/2011 (12:42 am)
Save time and money with Truebones motions in BVH format.

http://www.truebones.com
#10
02/03/2011 (3:40 pm)
Hi Mark,

There is a MAx script available on the Unity forum

This will automatically fix the hand problem in MAX for you.

Let me know if I can still send it to you.

Thanks and Cheers