Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
|
02-05-2006 18:57
Was wondering if someone would know this, What ARE the names of the bones used for SL animations? Are they what you see in a Poser2 figure (neck, neck dummy, abdomen, etc)? What I'm wondering is, since all you're importing are the BVH files & not the mesh itself, shouldn't that allow those of us with other 3D software to just rename our bones or character studio dummy, animate it in something we're familiar with, then export the BVH file from there?
_____________________
really pissy & mean right now and NOT happy with Life.
|
Vince Plunkett
Registered Geek
Join date: 2 Jan 2006
Posts: 91
|
02-05-2006 19:34
The names are the same as the Poser2 figure except you don't need neckDummy or figureHair. Also, you can probably use other software to generate the BVH files, but you have to be careful about three things:
1. Make sure the joint hierarchy is the same as the Poser2 figure (same parent child relationships) 2. Make sure the joint offsets are in the same ballpark (it's okay if they are all scaled by the same amount, as long as the relative sizes of the offsets are the same) as the Poser2 figure, so that the animation you see in the software you use will still look the same after you import it into SL. 3. The joint channels are the same and use the same X/Y/Z order as the Poser2 figure (i may be wrong about having to maintain the same X/Y/Z order...you can just test it out with one of the downloadable SL animations).
EDIT: I just checked and it looks like the X/Y/Z rotation channel order DOES NOT matter. However, you have to have 6 channels for the hip (3 position and 3 rotation) and 3 rotation channels for every other joint.
|