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Wrong load bvh file with skeleton and animation
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Harton Offline
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Post: #1
Wrong load bvh file with skeleton and animation
We created bvh file from motion capture system. After save we tried import this file to Esenthel Editor and we received huge skeleton and animation which be stretched and root bone was attached in world center but others bones were dismissed from root.
We can change position, scale skeleton but it does`n work...
How can we convert our mocap animation to correct run in Your Editor?
And how to use the Converter which rename bones` name?


.zip  capture_0.zip (Size: 58.48 KB / Downloads: 1)
05-10-2011 12:33 PM
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Solimo Offline
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Post: #2
RE: Wrong load bvh file with skeleton and animation
It's correctly imported but scales are different. Vertex and joints positions should be scaled. Right now if we assume that average human is 2m then Vertex and joints should be scaled down over 100 times. It can be done manualy (sicsmile) or by writting next coverting tool. The question is if there is tool in engine to scale bvh?
05-10-2011 04:13 PM
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Dwight Offline
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Post: #3
RE: Wrong load bvh file with skeleton and animation
(05-10-2011 04:13 PM)Solimo Wrote:  It's correctly imported but scales are different. Vertex and joints positions should be scaled. Right now if we assume that average human is 2m then Vertex and joints should be scaled down over 100 times. It can be done manualy (sicsmile) or by writting next coverting tool. The question is if there is tool in engine to scale bvh?

Can't you autoscale to size 1? smile

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05-10-2011 09:02 PM
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Solimo Offline
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Post: #4
RE: Wrong load bvh file with skeleton and animation
Nvm. It was faster to write our own software.
05-11-2011 10:17 AM
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