Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Editing BVH in notepad?

Vudu Suavage
Feral Twisted Torus
Join date: 27 Jul 2004
Posts: 402
05-07-2006 21:22
Can you directly edit the text in Notepad? I have Avmotion, but not Poser, and I would like to edit Priority in more detail than Avmotion allows. I'm trying to produce still poses that allow SL's default Walk and Idle animations to move some joints somewhat--for instance, normal head and/or arm movement in a pose where the legs are folded into the torso. I have two anims created in Poser by other residents that allow the head to move while other body parts are rigidly folded, and one that also allows the folded-up arms to wiggle a bit. I've been unable to replicate these effects using Avmotion.

Is Priority not the issue? If it is, how can I insert Priority changes into the text of the .bvh files?
_____________________
Cthulhu, spiders, and other artfully crafted creatures are available at Gods & Monsters in Zoe, as well as Limbo and Taco.
Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
05-08-2006 01:40
you can edit them in notepad, Kage Seraph has good info here:
/52/76/34866/1.html
-LW
Luth Brodie
Registered User
Join date: 31 May 2004
Posts: 530
05-08-2006 05:07
From: Vudu Suavage
I'm trying to produce still poses that allow SL's default Walk and Idle animations to move some joints somewhat--for instance, normal head and/or arm movement in a pose where the legs are folded into the torso.

Is Priority not the issue? If it is, how can I insert Priority changes into the text of the .bvh files?


Priority is the issue here. I haven't looked at all the BVH in the notepad, but I'm certain that the priorities are a blanket one.

For your specific need its quite easy, do not animate the head and neck at all to keep the default SL movement. Same with the arms, just don't move them.

Basically any joint you do not move in poser or avmotion will be controlled by the default SL poses.

As another note, a pose/animation that is uploaded with priority 2 will allow typing and other emotes and walking but will still take over the default poses.

From: Vudu Suavage

and one that also allows the folded-up arms to wiggle a bit. I've been unable to replicate these effects using Avmotion.


This most likely is actually animated in poser, since doing this would be far easier to control. You can try to not move the collar, shoulder, or torso to replicate these but I still think it would be easier to just go ahead and animate it yourself. A pose doesn't have to be just a 2 frame animation. It can be a looped one with only certain bits moving :)
_____________________
"'Aarrr,' roared the Pirate Captain, because it seemed a good way to end the conversation."
The Pirates! In An Adventure With Scientists.

Reel Expression Poses and Animations:
reelgeek.co.uk/blog
Pietro Maracas
Registered User
Join date: 27 Sep 2004
Posts: 104
05-08-2006 10:10
I've used Excel to import, edit, and export BVH files. With the ability to copy and fill values plus create formulas, Excel makes minor tweaking much easier. You will need to be careful of exporting as text, not as an Excel file, so SL can still read the BVH file.

Pietro
Vudu Suavage
Feral Twisted Torus
Join date: 27 Jul 2004
Posts: 402
05-08-2006 15:39
From: Luth Brodie

Basically any joint you do not move in poser or avmotion will be controlled by the default SL poses.


Thank you, that's what I was missing :) I twisted my test poses all over the place at just about every joint.


From: Luth Brodie

This [arm wigglage] most likely is actually animated in poser...


I don't think so--it wasn't an intentional aspect of the animation, and the animator would probably have seen it as a flaw. More likely it was a couple of joints left unmoved, like maybe he just tucked the arms in at the collar and left the rest, or vice versa.

Thanks for the advice; I best get playing in Avmotion.
_____________________
Cthulhu, spiders, and other artfully crafted creatures are available at Gods & Monsters in Zoe, as well as Limbo and Taco.
Vince Invincible
avimator.com
Join date: 20 Apr 2006
Posts: 27
05-09-2006 07:33
Vudu, I just wanted to mention that joint priorities are not part of the BVH file format. They are defined in the animation upload window of SL, and only SL knows about them, so even editing the file directly won't help you.

As previously mentioned, if you want to make sure a joint's motion does not get replaced by SL's default animations, move it by a few degrees or more after frame 1. Also, remember that moving just the root joint of a limb, does not automatically move all of its children. For instance, if you move just the right shoulder but leave the rest of the arm's joints alone, the right forearm and hand will still be overidden by SL. You must also explicitly move the right forearm and hand a little to ensure they don't move as well. (I just re-read your last post, and it looks like you already figured this out... :) )