would appreciate input on next version

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davedub

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May 13, 2012, 12:59:07 PM5/13/12
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Hi all,

I'm starting to think very seriously about the next version.

My personal interest is in making bvhacker part of the Kinect ->
IPSoft -> Second Life pipeline.

I'd really appreciate any input members might be able to give on the
following:

1) sample bvh files, as exported from IPsoft (these can be copied and
pasted into a reply :-)
2) details of any technical problems discovered when trying to import
bvh files from IPSoft to Second Life
3) ideas on what bvhacker could do to make the process easier

Hope to hear back from y'all soon!

:-Davedub

Jake

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May 13, 2012, 1:09:31 PM5/13/12
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Hi Dave. I love this idea! Anything wrt iPisoft would be my pleasure to help with in your development.
If you don't remember, I manage the US technical support and institution / system sales for iPisoft.
Jake
Sent on the Now Network™ from my Sprint® BlackBerry

Joey301

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May 14, 2012, 9:05:11 AM5/14/12
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Not sure this is related, but I could use help with walking
animations. When I upload them, my avatar walks a few steps and stops,
and it is not related to the walk button. Can bvhacker help with that?

Thx,
Joey

davedub

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May 14, 2012, 9:12:18 AM5/14/12
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Hi Joey,

As far as I know, the Second Life loop bug is still a problem and
could be the source of your problem. bvhacker includes a fix for this
- see: 'Workaround the SL loop bug' on this page:
http://www.bvhacker.com/tutorial_video_2.html

- Davedub

Shane Newville

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May 14, 2012, 4:11:50 PM5/14/12
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iPiSoft is a good idea. I have not had any problems with the bvh files from it yet.

I would love to see some other new features:

-mirror/flip animation on X, Y, or Z (personally thing the X axis would be most useful)

-save bvhacker preferences (such as custom default window size, default view position, and of course, reset to default)

-and the feature I've been nagging you about...the ability to adjust the initial direction of the entire animation no matter what rotation order the hip uses.  I don't know if this idea would help, but I've noticed in Motion Builder you can do this by simply rotation the "reference" point. I think it is a that MotionBuilder crates that acts at the skelleton's world postion/rotation. When I save the file as a bvh and import into Poser, Poser tells you if the there are bones missing from your character that are included in the bvh file. Since I don't have a reference bone it disregards the reference bone but keeps rotation of everything. Unfortunately for me, I don't own MotionBuilder. You've mentioned not having the time to figure out the math behind changing the rotation for everything, but I wonder if this method could allow your to completely skip that part. I think it's pretty much just adding a bone as the hip's parent (reference). But make that extra bone with correct rotation order by default. Basically a new Root bone in bvhacker. Currently bvhacker does not allow us to create a bone above the hip (root). I would be more than happy to beta test that feature if you feel like giving it a shot.

Shane Newville

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May 14, 2012, 4:21:16 PM5/14/12
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lol. I apologize for the missing words. You can tell when I start day dreaming about animation projects in mid sentence.

mrbones

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May 19, 2012, 6:23:16 PM5/19/12
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Check out this recent tutorial.

http://www.youtube.com/watch?list=UUDsZWfELx-oE3C-qfqD4SbQ&feature=player_embedded&v=Efqd0vRZ4xg

On May 14, 4:21 pm, Shane Newville <shanenewvi...@gmail.com> wrote:
> lol. I apologize for the missing words. You can tell when I start day
> dreaming about animation projects in mid sentence.
>
> On Mon, May 14, 2012 at 3:11 PM, Shane Newville <shanenewvi...@gmail.com>wrote:
>
>
>
>
>
>
>
> > iPiSoft is a good idea. I have not had any problems with the bvh files
> > from it yet.
> > *
> > I would love to see some other new features:*
> > -mirror/flip animation on X, Y, or Z (personally thing the X axis would be
> > most useful)
>
> > -save bvhacker preferences (such as custom default window size, default
> > view position, and of course, reset to default)
>
> > -and the feature I've been nagging you about...the ability to adjust the
> > initial direction of the entire animation no matter what rotation order the
> > hip uses.  I don't know if this idea would help, but I've noticed in Motion
> > Builder you can do this by simply rotation the "reference" point. I think
> > it is a that MotionBuilder crates that acts at the skelleton's world
> > postion/rotation. When I save the file as a bvh and import into Poser,
> > Poser tells you if the there are bones missing from your character that are
> > included in the bvh file. Since I don't have a reference bone it disregards
> > the reference bone but keeps rotation of everything. Unfortunately for me,
> > I don't own MotionBuilder. You've mentioned not having the time to figure
> > out the math behind changing the rotation for everything, but I wonder if
> > this method could allow your to completely skip that part. I think it's
> > pretty much just adding a bone as the hip's parent (reference). But make
> > that extra bone with correct rotation order by default. Basically a new
> > Root bone in bvhacker. Currently bvhacker does not allow us to create a
> > bone above the hip (root). I would be more than happy to beta test that
> > feature if you feel like giving it a shot.
>

davedub

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Jun 16, 2012, 12:15:53 AM6/16/12
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Ok, so I got quite a bit of feedback on this - thank you everyone!

It seems that bvhacker is already 'fit for purpose' as part of a Kinect -> SL pipeline. The main problems people are running into result from incorrect settings in iPiSoft. I got this reply from them when I contacted them:

Hi Dave,
I have this issue come up every day with all the other software options our clients use when importing the iPisoft mocap.  The main problem is they do not map their character to the standard BiPed iPisoft uses (same as MotionBuilder)
When the users capture the motion, the proper next step in the pipeline should be they import their rigged character into iPisoft Studio and verify every bone they use is aligned and attached appropriately, then when the character is exported out, it is assigned properly and will work in their application.  If they do not have a character, iPisoft will export a bvh as a MB BiPed but more than likely will not drop right into their software (especially SL). 

However, the thread's still open - I'm always interested to hear of any feature suggestions for bvhacker...

:-Davedub

Shane Newville

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Jul 10, 2012, 6:43:04 AM7/10/12
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Cant' remember if I already suggested this, but a couple simple things would be nice. For example, Top view. And if the limit could be removed when rotating the view. If I rotate too high it resets back to center. If there is complete freedom it can make it easier to see angles needed to check certain movement.

davedub

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Jul 11, 2012, 10:41:41 PM7/11/12
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Thanks Shane, I like the idea of a top view. The navigation was something I coded when I first started bvhacker, it's been on the 'todo' list since! Hopefully I'll find some time soon to sort it out.

Thanks again for the input,

Kind Regards,

Davedub


On Tuesday, 10 July 2012 17:43:04 UTC+7, Shane Newville wrote:
Cant' remember if I already suggested this, but a couple simple things would be nice. For example, Top view. And if the limit could be removed when rotating the view. If I rotate too high it resets back to center. If there is complete freedom it can make it easier to see angles needed to check certain movement.

davedub

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Aug 10, 2012, 11:57:27 PM8/10/12
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Hi,

I have thought about this. The dynamic sliders can be set to adjust
translation and rotation at the moment. I could lock all three sliders
together, and scale the entire skeleton at once (i.e. don't try to
scale individual joints). The sliders have a text entry area, so the
scale value could be entered manually. I will most probably do some
experiments next time to see how feasible this is...

Thanks for your input!

- Davedub



On Jul 21, 6:27 am, Kenode <shak...@gmail.com> wrote:
> > Hello, I got into BVH Hacker recently, and I find it quite interesting and
> > a time saver, but, would it be possible that the scale up/down feature
> > offers you a textbox to input a value of how much scale you want to apply
> > instead of just "by 2 per click"?
> > Been looking around and seems like nobody mentioned this, which surprised
> > me, and it would be quite handy for an accurate system for animations with
> > different character heights.
>
> By the way, thanks for your time!

davedub

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Aug 12, 2012, 1:11:43 AM8/12/12
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Ah, sorry, I didn't make that very clear.

At the moment, you can select the 'mode' of the sliders - either
translation or rotation. I could add a third 'mode' so they can
control scale as well. But, I'd want to scale in x,y and z all at once
- so I'd lock all three slider together when in scale mode. And I'd
make it so all the bones got scaled at once, not individually. Any
changes to scale would work over the whole animation, not frame by
frame.

i.e. Would just set the scale in the same way as the x2 /2 method does
now, but use the sliders or text entry above the sliders to set the
amount.

- Davedub





On Aug 11, 3:04 pm, Kenode <shak...@gmail.com> wrote:
> > Hey, as first, thanks for your response about my feedback!
>
>  Now, about the slider part, well, not sure if I misunderstsood you
> (probably I did), but, what would the translation thing be useful for?
> Wouldn't that require setting it frame by frame? I'm quite lost there.
>
> As for the rescaling option, well, right now they're locked to x2 and /2,
> basically it would be removing that restriction and letting you input the
> multiplier that isn't just "2". (Probably you understood that, but I just
> wanted to make sure ;) )
>
> I'll be looking forward to your progress, I love the work you're doing in
> this program.

Kenode

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Aug 12, 2012, 4:27:49 AM8/12/12
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Oh, I understand it now. That'd work great! And yes, I can understand why you would want to lock all three sliders... scaling in a single axis could be a real hassle.

Hope to see the new version with that feature implemented, it will surely be useful.

davedub

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Sep 2, 2012, 12:04:37 AM9/2/12
to bvhacker
I've just gone through everyone's suggestions and added them to the
roadmap. Thank you all for your contributions!

I'm starting development, but it could be a while before I have
anything ready, as I have other 'day job' projects to do as well.

I'll post progress here.

Cheers,

 - Davedub

DennisD

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Nov 1, 2012, 12:52:10 PM11/1/12
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On Saturday, September 1, 2012 9:04:37 PM UTC-7, davedub wrote:
I've just gone through everyone's suggestions and added them to the
roadmap. Thank you all for your contributions!

I'm starting development, but it could be a while before I have
anything ready, as I have other 'day job' projects to do as well.

I'll post progress here.

Cheers,

 - Davedub

I would like to see a way of resizing the bvhacker window in the windows version. Right now you can click the control menu and resize appeears on the menu. You click it and a four arrow crosshair appears but when you move it to the window border and left click and hold it does not resize the window. For me this is a show stopper since the bottom of the window displays below the bottom edge of my 1366 X 768 laptop display. I end up having to have window rotate the screen by 90 degrees in order to see the bottom of the bvhacker window.

Mr.Bones

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Nov 1, 2012, 12:58:35 PM11/1/12
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Heres BVHACKER in action demonstrating Truebones New Pro-Motions Pak.

http://www.youtube.com/watch?feature=player_embedded&v=s2k2UhWyiV8
 
Joseph E McPeek from Truebones Motions.
http://truebones.com
Email mrb...@truebones.com
1-248-390-8442




From: DennisD <ddebe...@gmail.com>
To: bvha...@googlegroups.com
Sent: Thursday, November 1, 2012 12:52 PM
Subject: [bvhacker] Re: would appreciate input on next version

Mr.Bones

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Nov 1, 2012, 12:59:29 PM11/1/12
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Would be nice to have a daz3d studio button, that would add the extra abdomen and or pelvis in the right place.

Thanks
 
Joseph E McPeek from Truebones Motions.
http://truebones.com
Email mrb...@truebones.com
1-248-390-8442




From: DennisD <ddebe...@gmail.com>
To: bvha...@googlegroups.com
Sent: Thursday, November 1, 2012 12:52 PM
Subject: [bvhacker] Re: would appreciate input on next version

davedub

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Nov 1, 2012, 9:32:35 PM11/1/12
to bvhacker
Thanks for all the replies. Sadly, I'm still busy with commercial
projects, so consequently don't have the time to continue with
bvhacker's development at the moment.

- Davedub


On Nov 1, 11:59 pm, "Mr.Bones" <peaklev...@yahoo.com> wrote:
> Would be nice to have a daz3d studio button, that would add the extra abdomen and or pelvis in the right place.
>
> Thanks
>
>
> Joseph E McPeek from Truebones Motions.http://truebones.com
> Email mrbo...@truebones.com
> 1-248-390-8442
>
> ________________________________
>  From: DennisD <ddeberr...@gmail.com>
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