Bvh to vmd1/1/2024 ![]() In the rest pose of the armatures of most BVH files, the arms of the character are outstretched at a 90 degree angle from its body in a T-pose. ![]() The rest pose of the armature in a BVH animation may be different than the rest pose of an MMD model. ![]() In mmd_tools_helper add-on is a Bones renamer operator, which you can use to do a mass renaming of bones from one armature type to another. Here is the download link to mmd_tools_helper add-on: So if you want to animate MMD characters, you will need to rename the bones from your BVH animation to MMD Japanese bone names. You need the names of bones in your BVH armature animation to be the same as the names of the bones in the character who you are trying to animate. In Blender's Import BVH options panel, enable the ScaleFPS option. When you import a BVH animation into Blender, an "Import BVH" options panel appears at the lower left. Before you import a BVH animation into Blender, set the frame rate of your scene to 30 FPS (under the Render tab of Blender's Properties Window.) Blender automaticallly converts an inputted fraction to a decimal number.Ī BVH animation may have a different frame rate than the normal frame rete of a VMD animation, which is 30 FPS (30 frames per second). When you convert a DAZ/Poser BVH animation to VMD, you can input 1/7 as the Scale value and 1/7 is an adequate approximation. The information on this page can give you some idea of how you may need to calculate the correct scaling for your imported BVH animation: In Blender's Import BVH options panel, beside the word "Scale", input the Scale that you want. The scale(size) of the armature in a BVH file may be different from the scale of the armature of an MMD model. If you are converting a DAZ/Poser BVH to VMD, you do not need to change these 2 options away from their default values. If that doesn't give you a correct-looking animation, then you need to experiment with these 2 import options until you find the option which works. Try the default options (-Z forward, Y up). The X,Y,Z axes and + and - directions of bone rotations may not be defined in the same way in a BVH file as they are defined in an MMD model. Open this file (from the Blender program folder) in a text editor, such as Notepad++:įile = open(file_path, 'rU', encoding = 'utf-8') This simple bug fix will work if your BVH file is a unicode utf-8 text file: If you try to import a BVH file which has Japanese bone names, it won't import into Blender, and you will get an error message. Here is the information which I have about these problems and how to solve them, followed by step-by-step instructions for converting BVH to VMD: LIST OF POSSIBLE ISSUES AND THEIR SOLUTIONS: There are several issues which can give you problems in making this conversion. DAZ/Poser models have 2 upper body bones (abdomen and chest).Converting BVH animations to VMD animations can be a bit complicated, and you will need some patience and perseverance to succeed with it. MMD standard models have one upper body bone and MMD semi-standard models have 2 upper body bones. So, if you want a DAZ/Poser model to be as compatible as possible with a VMD animation, you would need to add a lower body (下半身) bone to your DAZ model, making it child of the hip bone, making it point downwards, and then renaming the hip vertex group to lower body (下半身).Īnother piece of information about MMD and DAZ/Poser torso bones: DAZ/Poser models have a hip bone which points upwards and which does have a vertex group. MMD models have a lower body bone, pointing downwards, which is child of the center bone (and which has a vertex group). The center bone of an MMD model has no vertex group. However, that will leave your BVH animation with no lower body bone animation, because DAZ/Poser models have no exact equivalent of an MMD lower body bone. My Bones renamer add-on renames the MMD center bone to DAZ/Poser hip bone, which is the best that can be done with a simple automatic renaming. The torso bones of DAZ/Poser models are different from the torso bones of MMD models. There is also a secondary issue with converting VMD to BVH for DAZ/Poser models. More of my advice to this person (puzzle-solving this stuff is so much fun, isn't it? LOL.) :
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