Modify BVH rest pose

Hello forum!

I am trying to animate an OBJ of a human through a BVH from the CMU dataseta.

The problem is that my OBJ mesh doesn’t fit the BVH rest pose, so I have to amend any of both before animating the OBJ mesh.

The problem comes when I modify the rest pose of the BVH skeleton, this affects the rest of the sequence, hence, the resulting sequences doesn’t make any sense. For example, if I move the right leg a bit to the right in the rest position, this offset is also applied during all the sequence…

What is the right way to do this? Is there any way to change the rest position of a BVH without affecting the actual poses along the sequence?

I am using blender 2.53. I’ve been trying to find a good tutorial about this but havent find any. :frowning:

Thanks a million.

Hi there,

working on something similar… the site

has the CMU animation library with a T rest pose in the first frame.

A really useful tool to download is
this lets you test and modify the BVH before you import them into blender. A useful tip is to translate the start location of your second animation to the end location of your first… and so forth.

Basically your armature for your human obj… if it has the standard joint names will animate fine.