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Noesis .bvh base pose rotation

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MarieRose1301
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Noesis .bvh base pose rotation

Post by MarieRose1301 »

As the title implies, I'm looking for a way to rotate a bvh AND its base pose in Noesis(Because of stupid Blender's inverted axis). The rotate 90 feature affects the animations only
This is the file I want to fix: http://sta.sh/01hcj35lowhd It doesn't matter whether the motion gets rotated too(if there's a way to actually do this)
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shakotay2
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Re: Noesis .bvh base pose rotation

Post by shakotay2 »

nice one :) !
MarieRose1301 wrote:The rotate 90 feature affects the animations only
since the skeleton is in the mesh file, I guess.
If so it could be helpful if you uploaded it, too.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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Re: Noesis .bvh base pose rotation

Post by MrAdults »

It's actually the opposite of that, Noesis is ignoring the bones created by the BVH importer since they have no associated mesh and it's only applying transforms to the animations. It's just an oversight brought about by there being too many ways for pose data to come along with an animation.

I have no idea when I could get to doing a Noesis build to address that, but you can probably work around it by exporting with some geometry data to another format (like FBX) and then back to BVH, or write a script to do it, or just use some other software to transform the skeleton.
MarieRose1301
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Re: Noesis .bvh base pose rotation

Post by MarieRose1301 »

shakotay2 wrote:nice one :) !
MarieRose1301 wrote:The rotate 90 feature affects the animations only
since the skeleton is in the mesh file, I guess.
If so it could be helpful if you uploaded it, too.
Here it is http://sta.sh/05p2y9tu608
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Re: Noesis .bvh base pose rotation

Post by MarieRose1301 »

MrAdults wrote:It's actually the opposite of that, Noesis is ignoring the bones created by the BVH importer since they have no associated mesh and it's only applying transforms to the animations. It's just an oversight brought about by there being too many ways for pose data to come along with an animation.

I have no idea when I could get to doing a Noesis build to address that, but you can probably work around it by exporting with some geometry data to another format (like FBX) and then back to BVH, or write a script to do it, or just use some other software to transform the skeleton.
So basically I should export the motion in .fbx from blender with a mesh, export it as fbx with 90 rotation and then export as bvh?
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Re: Noesis .bvh base pose rotation

Post by shakotay2 »

Noesis complains about a "Bone count mismatch".

There are indeed Bip01_L_Toe01, Bip01_R_Toe01 for example in your fbx mesh
that I can't find in the bvh anim file.

Sure you uploaded they suiting fbx mesh file?
So basically I should export the motion in .fbx from blender
I wouldn't rely too much on blender concerning anims.
Noesis seems to be the better tool here, imho (tried dae and md5anim export).
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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MarieRose1301
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Re: Noesis .bvh base pose rotation

Post by MarieRose1301 »

shakotay2 wrote:Noesis complains about a "Bone count mismatch".

There are indeed Bip01_L_Toe01, Bip01_R_Toe01 for example in your fbx mesh
that I can't find in the bvh anim file.

Sure you uploaded they suiting fbx mesh file?
So basically I should export the motion in .fbx from blender
I wouldn't rely too much on blender concerning anims.
Noesis seems to be the better tool here, imho (tried dae and md5anim export).
I'm working on getting the correct fbx, I'm sorry
I have no alternatives because the animation was converted using blender, there are no means of getting it without blender

EDIT

Here it is, it's with another animation http://sta.sh/01htsdkw09qv
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shakotay2
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Re: Noesis .bvh base pose rotation

Post by shakotay2 »

well, it's better (concerning the rotation) - but still reminds me of Ripley7:
ripley7.JPG
(If you display the skeleton (F6) you'll see that it's moving correctly.)
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
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MarieRose1301
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Re: Noesis .bvh base pose rotation

Post by MarieRose1301 »

shakotay2 wrote:well, it's better (concerning the rotation) - but still reminds me of Ripley7:
ripley7.JPG
(If you display the skeleton (F6) you'll see that it's moving correctly.)
Looks like a model when you import it in brres file lol
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shakotay2
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Re: Noesis .bvh base pose rotation

Post by shakotay2 »

oh well, I've overviewed that your animation fbx file containes the mesh already.
Everything is working fine:
meshplusanim.JPG
(I previously dragged this anim onto the mesh you uploaded.
That's the reason for the ugly result in my last post.)


But the really great thing with Noesis is that you can export from that fbx to smd with
an additional .bvh animation output.

Then you can load the smd (mesh) and drag the .bvh animation onto it.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
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