Animation advice Wanted

  • Okay, one of the problems I'm having and have always had with BVH animation files is that they don't always work on the figure I'm using, since most of the time, that's not the figure the file was made for.

    Still, I found this tutorial from Smith Micro online and thought I'd share it here.

    Poser Knowledge Base
    Using BVH files in Poser

    Using BVH files in Poser

    When importing a BVH, it's important to make sure the file and the Poser figure to which it applies are set up the same...The main reason that BVH files (whether created using mocap or exported from inside Poser) might not work properly with certain figures is that BVH files have a listing of body parts and joints in a particular order; the Poser BVH import routine reads the BVH file and looks for similar body part names in similar order in the Poser figure in the scene, but if the joint setup for the figure is different from that in the BVH file- whether the difference is in the names of the body parts or in their organization- then the import may fail.

    BVH files are human-readable up to a point- they're text-based- so you may need to do the following, to ensure that your BVH will work properly with your Poser figure.
    1.Using the figure to which you wish to apply the BVH, generate some animation keyframes. You can use the Walk Designer as a quick way to do this, or you can simply set some poses on the timeline and let Poser create tween frames.
    2.Export the animation as a BVH file from within Poser.
    3.Open this BVH up in a text editor and check out the joint names and joint order. Open the BVH you wish to import and compare the two.?
    4.If the joint names, joint orders, etc. match up, you should be able to import the BVH properly. If they don't you may need to edit the BVH file (always work on a copy, never the original!) carefully, to rename or rearrange things. As an alternative, you could try using a different figure whose rig better matches up with that of the BVH file.
    5.Once the BVH has been applied to the figure and the figure's movements have been checked and cleaned up (you'll want to go through the scene and edit the figure's movements to get rid of unwanted twitches, bends, etc. as necessary) you can then save the pose into Poser's library as a PZ2 for later use.

  • @eclark1849

    Try this. Works for me.

  • @parkdalegardener Thanks, I'll definitely check it out.

  • @parkdalegardener said in Animation advice Wanted:


    Try this. Works for me.


    I used that tool long ago, but then that computer died and I forgot what the heck the name of the tool was. :)

    I also used a different tool in my workflow, too, when I messing with bvh files. I'll have to check, though, because I may have just gone over completely to bvhacker.

    The key, of course, is renaming rigging references. But, IIRC, either bvhacker or the other tool I used would help smooth out animation sequences after they were corrected for new rigging. (There's also a script that will do that available, IIRC, over at Occam's Bungalo or wherever it went to. )

    Anyway, thanks for the ref! REALLY! Trying to tell people what tool to use while not remember the darn name has been frustrating!

  • No problem.
    Use the 1.9 beta on Win 10 if you get library outdated issues using 1.8

  • BVH Helper script by PhilC was for Poser 6 & 7. I have not tried it on P11, but it was a great tool for fixing all sorts of BVH problems in Poser. I am thinking about installing P6 again just to play around with that Weird Juice Metaball plug in which was so much fun. Thanks for the link to BVH Hacker though, I've never heard of it, and will definitely have to give it a try.

  • Okay, new question. I've finally figured out what the graph was for and how to work it. However, I'm working on a 120 frame animation at the moment, and i have to go frame by frame correcting a joint on the figure. Is there anyway to speed this up with the graph and how? I'd like to grab the graph line for that joint and straighten it out from frame 1 to frame 120. Is that possible?

  • on the graph hi-light the frames and press the - minus key. All deleted.

  • @eclark1849 you can drag-select or shift click select a range of frames in the graph and then drag that section up and down, which will add or subtract the same constant value to all frames in the selected range for that parameter. It would be great if you could type in a specific number you want to offset the values by or a new value to assign to them all, but it doesn't work that way. You have to pick one of the frames in the range and manually adjust the graph until that one looks correct, then hope that that adjustment is appropriate for all of the other frames in the range.

  • @anomalaus I'm probably doing something wrong then. I can drag select or click and select a range of frames, but if I try to move them, only one will move at a time.

  • @eclark1849 sorry, I forgot to mention the key modifier to adjust a selection.

    0_1509450804732_Screen Shot 2017-10-31 at 10.52.00 pm.png

    My screen capture doesn't get the cursor, unfortunately. When I put the cursor over the selected area, the cursor shows as two horizontal, double-headed-arrows (like <=>, sort of) which will let me drag the keyframes left and right. If I hold down the command key (sorry, again, I forget the windows equivalent), the cursor changes to two vertical, double headed-arrows, and dragging up and down changes the value of the selected keyframes, as shown above.

  • @anomalaus Thank you sir. AFK for the time being, but will try this when I get home. If it works this will save me so much time. :)

  • Anyone know a good video tutorial using on the Poser graph?

  • Can you animate bullet physics? And by "animate" I mean record? I want to set up a bowling alley and have a figure go bowling. Now, I just finished watching a tutorial from Nerd on how to set up the bowling ball and pins, and I know how to set up an animation of the figure, using constraint to hold and release the ball. From that point on, I can let the bullet physics take over and have the ball roll down the aisle and take out the pins. But can that be recorded and saved?

  • Yes you can here After you the bullet physics simulation with live simulation unticked you can open the animation palette and you will see that the animation is there with a keyframe on every frame.

    0_1510011732720_Screen Shot 2017-11-06 at 6.38.17 PM (2).png
    0_1510011745633_Screen Shot 2017-11-06 at 6.38.17 PM.png

  • @david_macrae Thank you. I sent Nerd a message about this, but guess he hasn't read it yet, so thank you again.