ah, I didnt see you had posted the link before about the python script :) Sorry about reposting.
anyway, the big thing is to match the skeleton of the figure you are targeting. there is no such thing as "real" bvh files in this instance, all of them are "real" ... bvh files are specific to the rigs you are dealing with. SL supports BVH files as exported by Poser with no problems at all, provided you use the Second Life figure rig to animate. Others have translated this rig to other programs such as Maya and Motionbuilder with success as well. On Mar 31, 2:15 pm, Andreas Schmeil <[email protected]> wrote: > Thanks, I already played around a lot with QAvimator, among other > programs. > > My problem is that I don't want to create new animations from scratch, > but rather reuse existing ones. And I found that each software EITHER > supports the original BVH format OR the one SL (and SL only, for > whatever reason!) introduced. > > I am looking for a way to import real formatted BVH files into > OpenSim. > > I also tried BVHacker (http://davedub.co.uk/bvhacker/) > to open a BVH file formatted like this (http://freemotionfiles.blogspot.com/ > ) > to reformat it into the SL supported format. Without success so far. > > There is a python conversion script which could be modified (http:// > mojodallas.blogspot.com/2008/09/converting-carnegie-mellon- > university.html) > but I am not sure if this is the best way, and I wouldn't know how to > compute necessary bone transformations. Anyone knowledgeable and > interested here? > > Cheers, > Andreas > > On Mar 31, 8:48 am, "Peter Tavinor" <[email protected]> wrote: > > > You are correct, i mistyped the name, then copied it, oops, i am only human > > > ----- Original Message ----- > > From: "Dave Pentecost" <[email protected]> > > To: <[email protected]> > > Sent: Tuesday, March 31, 2009 2:29 PM > > Subject: [realXtend] Re: BVH import > > > > I was not able to find a program by that name (did find references to > > > it) but I did find Qavimator, which may be what you are looking for - > > > A BVH editor for SL avatars. Linux, Windows, Mac OS X. > > > >http://www.qavimator.org/ > > > > On Mon, Mar 30, 2009 at 9:18 PM, Peter Tavinor <[email protected]> wrote: > > > >> BVH file import is supported by opensim, > > > >> But like second life bvh file must be in the correct format and the bones > > >> must have the correct names, > > >> there is a program called QAnimator which i have used to create bvh files > > >> that i have used with Opensim / RealXtend viewer and they do work > > >> QAnimator was designed to work with SL > > > >> ----- Original Message ----- > > >> From: "Andreas Schmeil" <[email protected]> > > >> To: "realXtend" <[email protected]> > > >> Sent: Monday, March 30, 2009 11:09 AM > > >> Subject: [realXtend] BVH import > > > >>> Hi, > > >>> does anybody happen to know if it there are plans to facilitate > > >>> 'standard' BVH imports? For the new viewer? > > >>> For the current viewer this should be an OpenSim issue, i guess? > > > >>> There is an old feature request for the SL viewer about this: > > >>>https://jira.secondlife.com/browse/VWR-821 > > > >>> I was very happy to find CMU's huge animation library in BVH format > > >>> (http://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh- > > >>> conversion), but unfortunately they're not importable. And so far I > > >>> haven't found a software which does the conversion trick to SL/ > > >>> rexViewer without deforming it completely. Any suggestions? > > > >>> Cheers, > > >>> Andreas > > > > -- > > > Center for Community > > > Lower Eastside Girls Club > > >http://www.girlsclub.org > > > > The Daily Glyph > > >http://www.gomaya.com/glyph > > > > Cell 646 704 2021 --~--~---------~--~----~------------~-------~--~----~ http://groups.google.com/group/realxtend http://www.realxtend.org -~----------~----~----~----~------~----~------~--~---
