For example, the DAZ CMU "hip-corrected" BVH animations have the character's hip bone on the ground in its rest pose, which is bad. The best solution is to use a BVH animation in which the character's feet are on the ground in its rest pose. The armature of a BVH animation may have a height above the ground in its rest pose which is different from the height above the ground of an MMD model in its rest pose. The controls for turning off the IK of a model are in the "model manipulation" area at the bottom left of MikuMikuDance.Ĩ. Remember to click "Register" after turning off the IK of each bone. Turn off the IK of all 4 leg and toe IK bones. To solve that problem, you will need to turn off the IK of all 4 leg and foot IK bones of your character in MikuMikuDance. A BVH animation will almost never animate MMD leg and foot IK bones. Enable this VMD export option: "Treat Current Pose as Rest Pose".ħ. When you export the animation to a VMD file, a panel of VMD export options appears on the bottom left side of Blender. In the first frame of the animation, in Blender's pose mode, change the arms pose from a T-pose to an A-pose, by rotating the character's left arm 45 degrees, and rotating the character's right arm -45 degrees. The standard rest pose for an MMD armature is an A-pose, with the character's arms being rotated downwards at an approximately 45 degree angle.īefore you export the animation to VMD, you need to create an A-Pose. 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. My journal entry about this Bones renamer add-on is here:Ħ. ![]() Here is the download link to my bones renaming Blender 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.ĥ. 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.) A 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). Blender automaticallly converts an inputted fraction to a decimal number.Ĥ. 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.ģ. 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')Ģ. 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. LIST OF POSSIBLE ISSUES AND THEIR SOLUTIONS:ġ. 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: ![]() ![]() There are several issues which can give you problems in making this conversion. Converting BVH animations to VMD animations can be a bit complicated, and you will need some patience and perseverance to succeed with it.
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