Bvh import into Genesis back to front

Jovianthe4thJovianthe4th Posts: 0
edited December 1969 in Daz Studio Discussion

I imported a bvh exported from fragMOTION, everything seems to be fine except that the figure animates back to front. The Genesis's chest is now it's back and it's backside is now where its groin is. The legs and arms are like as if they were attached backwards. It's like all the bones are the wrong way round and need to be rotated 90 degrees on their X or Y axis. Is there anyway to rectify this? Twisting the bones messes up the figure.

Comments

  • ReDaveReDave Posts: 815
    edited December 1969

    The axis order is likely erroneous and/or the figure in fragMOTION uses a left handed system (check in the options).
    A simple fix may be to rotate Genesis 180 Y degrees before importing the BVH.

  • Jovianthe4thJovianthe4th Posts: 0
    edited December 1969

    Thanks, rotating the Genesis figure on its Y axis 180 degrees did have some limited effect, but it appears some of the joints on the limbs are messed up too, some are backwards. The rotation order of the bones seem to be messed up. I'm not sure how to go about fixing this and if it's just some bones or all of them.

  • ReDaveReDave Posts: 815
    edited December 1969

    I have a BVH exported from Biped that loads correctly in DS, the rotation order is as follows:

    
    HIERARCHY
    ROOT hip
    {
     OFFSET 0.000000 103.875999 0.000000
     CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
     JOINT pelvis
     {
      OFFSET 0.000000 1.960999 1.816590
      CHANNELS 3 Zrotation Xrotation Yrotation
      JOINT lThigh
      {
       OFFSET 8.366980 -10.167595 -1.218358
       CHANNELS 3 Zrotation Xrotation Yrotation
       JOINT lShin
       {
        OFFSET 2.192420 -43.463001 -0.492826
        CHANNELS 3 Zrotation Xrotation Yrotation
        JOINT lFoot
        {
         OFFSET 0.733200 -45.859291 -2.644826
         CHANNELS 3 Zrotation Xrotation Yrotation
         JOINT lToe
         {
          OFFSET 2.661800 -4.269930 12.393040
          CHANNELS 3 Zrotation Xrotation Yrotation
          JOINT lBigToe
          {
           OFFSET -2.523600 -0.126930 1.072181
           CHANNELS 3 Zrotation Xrotation Yrotation
           End Site
           {
            OFFSET -10.559400 -34.507198 -1.699234
           }
          }
         }
        }
       }
      }
      JOINT rThigh
      {
       OFFSET -8.366980 -10.167595 -1.218358
       CHANNELS 3 Zrotation Xrotation Yrotation
       JOINT rShin
       {
        OFFSET -2.192420 -43.463001 -0.492826
        CHANNELS 3 Zrotation Xrotation Yrotation
        JOINT rFoot
        {
         OFFSET -0.733200 -45.859291 -2.644826
         CHANNELS 3 Zrotation Xrotation Yrotation
         JOINT rToe
         {
          OFFSET -2.661800 -4.269930 12.393040
          CHANNELS 3 Zrotation Xrotation Yrotation
          JOINT rBigToe
          {
           OFFSET 2.523600 -0.126930 1.072181
           CHANNELS 3 Zrotation Xrotation Yrotation
           End Site
           {
            OFFSET 0.000000 25.847000 -1.288400
           }
          }
         }
        }
       }
      }
     }
    
    They are Z,X Y for arms too. Hopefully that will help you enough.
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