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playing around with mocap bvh files

sir-knight
polycounter lvl 10
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sir-knight polycounter lvl 10
I found a site a while ago, http://mocap.cs.cmu.edu/ they have an extensive free mocap file database of all sorts of things... but at the time they weren't available in bvh, and for some reason I didn't look into it further.

Anyways, now there's this guy: http://tinyurl.com/6l8fae who has graciously converted all (2500) of the files from some weird format max didn't support now to bvh.

When I try to use these bvh files in max, it seems it can't find various joints, etc. Last time I ran into this, I used bvh hacker to edit the bone names, pretty much without knowing what I was doing. All I knew was that the limb names didn't match up and I renamed ones to match. This would work for a bunch of files I found elsewhere.

Now here comes the issue. Sometimes the mocap files would have data for extra bones or joints, how do I deal with this in bringing files I want to use into max? I tried deleting some of these extra joints or points, and it would work sometimes, others it would horribly twist, bend or rotate the remaining parts onto another axis.

Is there a tutorial or resource out there for proper mocap data management or is this going to be a trial and error thing?
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