Adapting BVH to a Custom Skeleton

It’s been a while for me to…adb, what C Space setting are you referring to? Is it for a constraint?

Please use my latest Animation Bake Constraints python script to bake the BVH skeleton to an Action, It only uses rotation euler curves as actions, so the bones in the target skeleton can be edited without effect on the motion. Links to the script and video tutorial is at http://wiki.blender.org/index.php/Tutorials/MoCap-Section_4; previous pages explain the philosophy and design behind it. PM me with any feedback. Thanks!

I assume that “C space” is constraint space … in the constraints settings.
I’m trying to rig a banana man with an imported bvh. The locations of the bones are rather different to the import but the attachment positions of the arms and legs on the banana aren’t important. The banana is quite fat and bvh bends over … to avoid creasing I assume I’ll need a lattice. I’ve tried a number of approaches with varying success. Any advice on the simplest approach is appreciated.
One issue is that the bvh starts with the arms in “T” position in object/pose mode but arms are downwards in Edit mode. What is the best way to build my model to accommodate this ?

tried to read it, but the page is nearly empty for me (should i clean eyeglasses?). I tried to export a walk-animation to bvh and import it back, but the bones did act then like crazy. Have i to bake the animation and then export it, or is there still some missing? It looked to me like ideasman export-script is writing the armature and the rotations for every bone - the export-run goes thru every frame while writing the bone-rotations. Is this a problem of using constraints? Even so the export-script goes thru all animation-frames …?

Nah. Pappy here accidentally included to much in his link marker and screwed up the url.

its http://wiki.blender.org/index.php/Tutorials/MoCap-Section_4

without a semicolon at the end of it