FAQ – BVH
- Which settings should I use?
The naming convention settings dictate the names of the joints, some packages need specific names in order to work.
Currently there is specific support for 3DMax’s Biped and Second Life.
The option for saving positions (rotations are always saved) usually improves the quality as it allows joints to scale (which is what happens with the NITE algorithm)
However not all BVH importers can deal with it, so simply experiment if it works for you.
- My skeleton comes out mangled
Make sure you are visible to the Kinect, and stay visible during the motion.
You can use the countdown feature to help you out for the start of your motion.
You may need to play with writing positions in your BVH or just rotations, as well as play with your importer parameters.
When using the Wrist rotations extension play with the search radius, or turn it OFF.
- How do I import a BVH into 3DMax Biped?
On a fresh Biped import the BVH and save it out as a BIP file.
Then on your own Biped import the BIP file.
(BTW, This is not specific for Brekel Kinect BVH files but just general workflow)
- When importing a BVH into 3DMax Biped the limbs are jittery
Make sure that during the import, in the “Motion Capture Conversion Parameters” dialog you set the “Limb Orientation” (bottom right of the window) for the Knees and Elbows to “angle”, instead of the default “point”.
- The skeleton doesn’t look correct when I import it into Blender
Make sure you use the Biped preset in Brekel Kinect, and use the Quaternion settings during import into Blender
- Any extra pointers for Second Life?
You may want to check out bvhacker
- ▼Brekel Kinect (free)
- ▶Brekel Kinect Pro Body
- ▶Brekel Kinect Pro Face
- ▶Brekel Kinect Pro PointCloud