Thursday, January 26, 2012

BVH joints renamer

When I load a BVH file into 3DS Max Biped, an error occurs, saying that the naming is not compatible with biped.

To fix the problem, open the BVH in bvhhacker, examine whether there is an extra joints that is not compatible with biped.  Try delete it and see if the figure is not falling apart (or the bvhhacker chashes).

Then rename all the joints in accordance with biped bones naming convention.

You can do it in any text editor or word processor, but it is tedious.  So I created an application in Visual Basic 6 to make it simple.

Here is the intaller or here.


BIP to BVH Conversion: Video Walkthrough

Here is a video walkthrough showing how to convert BIP to BVH and import the BVH  into Blender.

Wednesday, January 25, 2012

Bahasa Dictionary for Papagayo

I have created a Bahasa Indonesia dictionary to use with Papagayo.  You can download it here.  I know it is not perfect, but I hope it usefull.

The dictionary was created using an application created within Visual Basic 6.  Download it here, and tell me what you think.

BIP to BVH Conversion

I have been looking for a way to convert *.bip files to *.bvh, but it seems nobody doing such conversion before.  Therefore, I had to figure it out myself how to do that.  And here the quick and dirty to do the conversion.

Note: The BVH will be used in Bender.

Software you need: 3DS Max, MotionBuilder, bvhhacker (optional)

As far as I know, 3DS Max is the only software that can read *.bip, so you will need it installed.  In 3DS Max, create Biped.

Make sure the biped structure conform the bvh structure (e.g. only have one spine).  Rename the bones so that no space in the bones name, since bvh does not allow space in joint name.  To make renaming the bones easier, use the script that you can download here.  The script is called UI rename floater.  Unhide all, select all and run the script.  Replace all spaces.






To ensure that BVH resulted from the conversion is useable, I suggest you to rename the bones/joints in accordance with BVH joint name convention.

Save the MAX file, so that you do not have to do the above steps all over again when you need to convert another bip file.

Load the bip file into the biped, edit or play the animation, then export it as FBX.





Fire up MotionBuilder then load the FBX.  


 Delete the fbx_root.  You have to delete the fbx_root, because if you don't, your BVH will not move from its original position while performing the motion. When you delete the fbx_root, the figure will face or move toward the ground, but it is okay since we can rotate it in Blender.

Finally export the scene as BVH.



You can check the BVH in BVHhacker.

When the BVH is imported to Blender, it turned out that we do not have to rotate the BVH empties/bones.

That is it.