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BVH import upper body tilted over sidways

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Message 1 of 5
dre4mer12345
855 Views, 4 Replies

BVH import upper body tilted over sidways

Has anyone seen this behavoir before? Upon importing a free BVH file I found online it's sideways from the hips. Plays fine it's just crooked. If I play the file back in a BVH viewer it looks correct without the skew. There don't really seem to be much in the way of settings for a BVH file import so i'm not entirely sure why it wouldn't be working.

 

Any ideas?

Thanks for any assistance!

-Ethan

 

 

bvhproblem.jpg

4 REPLIES 4
Message 2 of 5
3dMastermind
in reply to: dre4mer12345

Hello.

Can’t you bring it back to the viewer and try to save it again from there...

Then reimport.

 

Seems like some sort of joint orient problem.

You should be able to fix that in the fcurve editor of Mobu.

Target the correct rotation on the joint above the hips and move the rotation fcurve (the whole curve) straight up/down in the fcurve editor till the upper body points up again.

Then play with the translation curves to align it with the hips.

 

 


Manny Papamanos
StingRay | MotionBuilder | Maya | Mudbox
Games QA Specialist



Message 3 of 5
Mocappy
in reply to: dre4mer12345

Hi Ethan,

 

Yes, I helped someone with what looks like a similar issue a couple of months back - hopefully the same solution will work for you.

 

There seems to be an issue with the BVH importer in MotionBuilder 2013. It isn't setting the correct rotation values on the "BVH:ToSpine" joint in the skeleton.

 

If you can go back to MoBu 2012 or forward to MoBu 2014 the files seem to import correctly and set the joint to the correct rotation values but for some reason in MoBu 2013 - which I'm guessing you're using - it doesn't work.

 

If you can't switch versions of MotionBuilder, you could try setting the LOCAL rotation values on the BVH:ToSpine joint to 0, 88.88, -70.19 (x, y, z) which will hopefully align it correctly - these values are the ones used to fix the previous problem but hopefully they'll work on your file. Usually there isn't any animation on to this joint so you shouldn't have any problems when you play the animation back.

 

Hopefully setting the local joint angle or switching to a different version of MoBu will fix you problem.

 

Let me know if the values work,

Message 4 of 5
dre4mer12345
in reply to: Mocappy

Thanks for the responses guys that does seem to be working. It is the ToSpine bone though translation also appears to be off and i had to use different rotation values to correct it.

That is a really dumb bug in the importer eh? THANK YOU!
Message 5 of 5

They don't animate correctly in 2013 sp2- 2015, but do open and work correctly in 2012

Why? the reason is that 2012 loads the BVH with preRotation- correctly but 2013-2015 doesn't,bvh files come in with preRotation 000, DOF is off.

This means that if a BVH was created in anything but world space T stance, (Many are created with A pose for example) then you will have a problem loading the data in to MotionBuilder.

It would be like if Maya joints didn't come in with joint orient values, they were all aligned to the world space rotation.

Here is hoping they fix it by 2016.

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