I have both and you can import Daz props as X files. It should fit as you used it for a reference to manipulate and fix the bones.įree Lamb dance motion BVH and Facial Motion to download. Locate the root object (usually a null) associated with the bvh skeleton (check the hierarchy in Scene Editor to identify) and with all the bones switched off *replace* this with your character mesh. Now delete your reference character from the scene. If rotation keyframes are deleted you won't get any movement. This is all *essential* otherwise once the anim starts playing the bones will spring back to original size and position turning your character into a ridiculous crumpled mess. Note - Do not delete keyframes in the rotation channels. Ensure that you *preserve* any bone movements and resizing channels in the graph editor by *deleting all subsequent keyframes* from frame 0 if they are present. Translate / rotate the bones using the move tool, but 3. Import your character just as a reference at this stage and on frame 0 resize the bones in layout to fit (ONLY in 'rest length' bone properties!) and 2. To attach a mesh to bvh skeleton you need to switch off the bones 1.
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