BVH import to Action [Solved]

Sure thing, I’ll have time this weekend for getting all that put together.

Hi. I am trying to use joeg’s script, from march 2006. It has created some armatures, but I whish to use an existing rigged model (eg lugwig)

How can I use this on an existing armature?

I tried joeg’s script from april 2005 (at the top of this thread) but the message says I need a module named bvh parser.

Thanks joeg for your scripts. It would be great to have a way to import/export bvh and to be able to use the files on any existing armatures. Then we would be able to combine our own animations with existing ones, and share them with each other regardless of the models we are using !!

Dazz, I agree with you 100% that it would be awesome if one could do what you were talking about for existing armatures. For my project this functionality would be the last thing that I would need for getting art out of my program and into my application’s format. Unfortunately, the hacky solution was pretty hard to come by and the ‘correct’ solution (google: “retargeting animations”) is a whole bunch of scary mathematics. If anyone of you coders are up for modifying the script to handle this ‘retargeting’ stuff, please feel free as I will only try to solve the problem once its the last item in my application’s list of things to get done.

Use this year’s code only, as you have rightly pointed out, a key component of the initial code from last year wasn’t included in the post.

cambo: Oh, and about the issue with the current release build, I’ll find time to get reaquainted with the code in my module and Blender’s CVS system in a few weeks time.

Any update on your script, joeg?

Blender 2.42 is being released without BVH support because I couldent get bones working.

Id like to combine our efforts to get Good bvh support into 2.43 - this bay be as simple as fixing the bugs that stop this script from working.

I was able to get the second script to work in 2.41 release. I removed a few bones that were not needed for my mesh. Playback of the skeleton is fine but I cannot seem to get the skeleton to deform the mesh using the modifier/envelopes setting.

I’ve gone through the docs on the wiki and did a small test myself with a few bones and a subdivided cube. Pretty easy to do from scratch, but for some reason it will not work with my mesh and mocap skeleton.

For the curious the file is here…
http://ritchie.dnsalias.com:8080/GLR/cmx_mpt_3di_mcp_hiphop_glr_v011.blend

Any ideas?

:frowning: cause for much sobbing

No sympathy! - turn those Sobs into Source
(Unfeeling Python Bastard that I am)

The old support worked for editing BVH’s and that was about it.

If JMS is reading, note that I removed a script I wrote and even contracted others to help me write (was some weired bugs and I had a deadling looming), now Im removing because it dosent live up to my standards. It will be added back in when its good enough.

The 2.42 had some bug fixes with bones but still thius script dosent work. at some point Ill mess with it and see if I can find the bug. Id apretiate it if others would take a look also. though Joeg is probably the best person for this fix.

I would if I could - designer I am. Some day I do want to learn some Python but, for now, that will have to wait… And I’ll be patient. I still have yet to try other scripts with older releases of Blender which may ye do the trick.

I generated junk name errors in a script by placing Armature.makeEditable() inside a loop, so it was being called for each bone. I don’t know that these were the same errors as those in the bvh script under discussion, but they looked similar on my end (in my inexperience). The problem was easily fixed by moving makeEditable().

It would be nice if the solution to this problem could be so simple. My apologies if this hasn’t been helpful. I just thought I should mention it, just in case…

Okay, so how do I import a BVH animation? There’s talk in this thread of including the script in Blender 2.42. I have 2.44, and yet I still don’t see the BVH format as an option in the Import menu. In fact, I don’t see any animation formats under import, just mesh formats.

Where in Blender is this vital functionality hidden?

Edit: Never mind, I found it. It’s called Motion Capture (bvh) on the menu. I didn’t spot it because I was expecting somehting like “Biovision Format” or “BVH animation.” I feel like a git now…

hello,
this script is exactly what i need
you’ve said “The code is on page 2” : i don’t find it
Please, help
Thanks in advance