Bvh file specification


















This topic is what I am thinking in these days, but I didn't get time to do some work on it. What I would do is to map the rotation angles in BVH file to each joint constraints of your ragdoll character. This seems reasonable. I will try to work something out. If anyone already did some work, that would be great to post it here and share with us But my knowledge of bullet is still quite limited.

I'd appreciate some assistance. There are tons of files all over the net. But as you know you will not always find what you are looking for. I'm specifically looking for motion capture to animate the spider from one of the bullet demos. It would be strange if you apply human motion capture data to them, I would doubt if this works because of the different skeletal structure.

For now, I managed to read. Shepherd » Wed Sep 28, am hello, Great work! I am doing the motion synthesis as well, but with the method of dynamic controller design. Is it possible to contribute your code to the forum? If it doesn't violate the copyright of your animation engine. That part is done by our animation engine and I won't be able to give you lots of details about it. But I'll post more details about the other parts of the process as soon as I can.

Shepherd » Wed Sep 28, pm First thank you very much for sharing your code, I will put my dynamic controller here later, suppose this December should be ok for the first version.

This is not a mistake, the BVH format uses a somewhat unusual rotation order. Place the data elements into your data structure in this order. On the line of data following the channels specification there can be one of two keywords, either you will find the "JOINT" keyword or you will see the "End Site" keyword.

A joint definition is identical to the root definition except for the number of channels. This is where the recursion takes place, the rest of the parsing of the joint information proceeds just like a root.

The end site information ends the recursion and indicates that the current segment is an end effector has no children. The end site definition provides one more bit of information, it gives the length of the preceding segment just like the offset of a child defines the length and direction of its parents segment.

This curly brace is lined up with its corresponding right curly brace. One last note about the BVH hierarchy, the world space is defined as a right handed coordinate system with the Y axis as the world up vector. Thus you will typically find that BVH skeletal segments are aligned along the Y or negative Y axis since the characters are often have a zero pose where the character stands straight up with the arms straight down to the side.

This line is followed by a line indicating the number of frames, this line uses the "Frames:" keyword the colon is part of the keyword and a number indicating the number of frames, or motion samples that are in the file.

On the line after the frames definition is the "Frame Time:" definition, this indicates the sampling rate of the data. In the example BVH file the sample rate is given as 0. The rest of the file contains the actual motion data. Each line is one sample of motion data. The numbers appear in the order of the channel specifications as the skeleton hierarchy was parsed.

To calculate the position of a segment you first create a transformation matrix from the local translation and rotation information for that segment. Company or developer: Smith Micro Software, Inc. Poser is a 3D CGI rendering and animation program especially optimized for models that depict the human figure in 3D form. It quickly gained popularity amongst beginners. It is possible to convert the animation data from.

Hint: Click on the tab below to simply browse between the application actions, to quickly get a list of recommended software, which is able to perform the specified software action, such as opening, editing or converting bvh files. Programs supporting the exension bvh on the main platforms Windows, Mac, Linux or mobile. Click on the link to get more information about listed programs for open bvh file action.

Click on the link to get more information about listed programs for edit bvh file action. Click on the link to get more information about Poser for create bvh file action.

Click on the link to get more information about listed programs for import bvh file action. Online 3D Model Converter. Click on the link to get more information about listed programs for export bvh file action.

Click on the software link for more information about LightWave 3D.



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