Bvh Files Breakdance Game

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Daz 3D Forums>General>Art Studio

Breakdance in the browser. Practice some cool moves. OneMotion Scary Spider Snake Game Asteroids Game Tetris Game Sketch & Paint DJ Turntable Breakdance Chord Player Drum Machine Fold & Cut.

  • Zip file for BVH directories 10-14 (89 MB) Zip file for BVH directories 15-19 (91 MB) Zip file for BVH directories 20-29 (117 MB) Zip file for BVH directories 30-34 (115 MB) Zip file for BVH directories 35-39 (69 MB) Zip file for BVH directories 40-45 (49 MB) Zip file for BVH directories 46-56 (111 MB) Zip file for BVH directories 60-75 (122 MB).
  • BVA and BVH file formats. BVH stands for Biovision Hierarchical Data, which was developed by a motion capture company called Biovision. The BVA format (also developed by Biovision) is an older format which was the precursor to BVH. The BVH format is mainly used as a standard representation of movements in the animation of humanoid structures.
  • Jan 17, 2020 Human motion is very difficult and time consuming to animate, using motion capture you can make animation so real and fast. Here I have collected 100+ best free motion capture files from across the web.Available to download in.fbx,.c3d,.bvh,.bip,.tvd,.amc/.asf and.trc Format. You can edit, mi.
  • Additionally, David has created an animation algorithm can translate the orginal humanoid BVH data to suit the specific size and dimensions of the current humanoid character you have rigged.
edited February 2015 in Art Studio

--------------------------
Update Log:
2014-03-21
* A whole new way converting MMD dance motion into BVH for DS Genesis, with hands motion, almost perfect now!
* Converted mmd Facial motion into DS data file (.duf)
* Fixed distance problem of camera motion
--------------------------

I have free motion data for character and camera, just like the following dance video:
http://www.youtube.com/watch?v=bvPlLpH15Uw

These motion data and music are offering by their authors for free.

So I converted them into DAZ Motion data ^_^

Dance Motion-> BVH for Genesis! (with hands motion, nearly perfect ! )
Camera Motion -> DAZ script (.dsa)
And Facial Motion -> DAZ Pose Preset (.duf)

Which you can download them here:
http://www.mediafire.com/download/rqc4qky8rstx7gk/Lamb_v3.zip

The music (Karaoke version) are offering by author from here:
http://ux.getuploader.com/COLOR/

The music author are offing this song from here:
http://www.nicovideo.jp/watch/sm22012252

Notice: it's a 4 minutes dance animation, so it gets 7390 frames.

Try changing your light type and setting to save rendering time!

Some DS video show cases from MMD:
http://www.daz3d.com/forums/discussion/52432/

---------------
How to use:
1. Before loading BVH, you need to select all the nodes(bones) under Genesis, and turn the rotation limits off ! Then load.

2. Drag the .dsa script (camera motion) into DAZ Studio View, will create a camera with camera motion.

3. Select your genesis actor, then drag the .duf file (Facial Motion) into DAZ Studio, will get facial motion.)

Capture

4. You can use mcjLagEffect to animate your character's hair and dress easily:
https://sites.google.com/site/mcasualsdazscripts/mcjlageffect

I wish you can have a faster rendering than I do.

-------------
Data source:
Dance motion: http://www.youtube.com/watch?v=4trnvTHd5hA
Camera motion: http://www.youtube.com/watch?v=bvPlLpH15Uw
Song by: http://www.nicovideo.jp/watch/sm22012252

717 x 461 - 77K
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Comments

  • edited December 1969

    render time would depend on lighting .
    did you try different types ?

  • edited December 1969
    render time would depend on lighting .
    did you try different types ?

    Thanks for your reply, as you say so, I do some search and find out change distant light to spot light really could save some render time.
    Thanks

  • edited December 1969

    Thank you so much for the .bvh. I don't understand how to use the camera script though.
    I liked the YouTube video in your first link. I'm curious what rendersoftware they used.

    What character are you going to use?

    360 x 360 - 1M
  • edited March 2014
    Thank you so much for the .bvh. I don't understand how to use the camera script though.
    I liked the YouTube video in your first link. I'm curious what rendersoftware they used.

    What character are you going to use?

    Hi, Just drag the daz script into your scene, it will create a new camera with motion data on timeline.

    They are using a small animation tool named as 'MikuMikuDance'(aka: mmd) with its own render engine, which is actually very hard to use, also with very bad post effect system, and most resources are in Janpanese.

    But, it's a real time render with physics engine and all the resources are offering for free by their authors.

    Post edited by butaixianran on
  • edited December 1969

    I did that with the camera, but it was a bit jerky, I thought maybe I have to decrease the frames/second of the camera as well?

    I have MMD, V7.39. I didn't use it much, but it renders more Toon-like than what I saw in the YouTube video.

    176 x 165 - 28K
  • edited December 1969

    The real issue is that DAZ Studio was never BUILT to be an Animation program. It was designed to be a RENDER STUDIO as the name implies. The Animation that is now built in was added to the original to keep up better with what users wanted. To this day DAZ Studio is still more a render studio, but we have been told future versions will have a stronger focus on animation and animation tools and needs. I'm hoping to see that trend in DS5.0 when we get there.

  • edited March 2014
    I did that with the camera, but it was a bit jerky, I thought maybe I have to decrease the frames/second of the camera as well?

    I have MMD, V7.39. I didn't use it much, but it renders more Toon-like than what I saw in the YouTube video.

    Hi, First, you need turn the figure's rotation Y to 180 degree after import bvh.

    Then, a big problem with that camera motion is:
    As you can see, that youtube video is using a very short girl model, who may only be 1.5m tall. And I think genesis should at least 1.7m.

    So, a quick fix is:
    Before importing, just open the .dsa script file with text, then search for: 'var mmm_to_ds_rate = 8.5;', change the number '8.5' to '9.0' will be better.

    Then,if you still think it's too jerky, you may need to handle it manually.

    As you asked, that youtube video is using some shadow effects to make the model more like plastic. (which is the only skin shader style in mmd).

    I think it's also a wise decision that not using mmd too much, unless you are using it in this way:
    Load model,
    load scene,
    load shader effects,
    load dance motion,
    load camera motion,
    load music,
    do nothing more, rendering, done.

    Post edited by butaixianran on
  • edited March 2014
    Thank you so much for the .bvh. I don't understand how to use the camera script though.
    I liked the YouTube video in your first link. I'm curious what rendersoftware they used.

    What character are you going to use?


    was done in either MikuMikuDance or LiveAnimation I would say
    I have both and you can import Daz props as X files (directx, carrara and Blender will do)
    I never use it though as they have odd licensing restrictions on their figures
    Post edited by WendyLuvsCatz on
  • edited December 1969
    The real issue is that DAZ Studio was never BUILT to be an Animation program. It was designed to be a RENDER STUDIO as the name implies. The Animation that is now built in was added to the original to keep up better with what users wanted. To this day DAZ Studio is still more a render studio, but we have been told future versions will have a stronger focus on animation and animation tools and needs. I'm hoping to see that trend in DS5.0 when we get there.

    That's a great news. this is really a video era, people don't like to see pictures any more, they just want video.

  • edited December 1969
    The real issue is that DAZ Studio was never BUILT to be an Animation program. It was designed to be a RENDER STUDIO as the name implies. The Animation that is now built in was added to the original to keep up better with what users wanted. To this day DAZ Studio is still more a render studio, but we have been told future versions will have a stronger focus on animation and animation tools and needs. I'm hoping to see that trend in DS5.0 when we get there.

    That's a great news. this is really a video era, people don't like to see pictures any more, they just want video.

    do not hold your breath waiting for DS 5 - they are way behind on it .

  • edited December 1969
    The real issue is that DAZ Studio was never BUILT to be an Animation program. It was designed to be a RENDER STUDIO as the name implies. The Animation that is now built in was added to the original to keep up better with what users wanted. To this day DAZ Studio is still more a render studio, but we have been told future versions will have a stronger focus on animation and animation tools and needs. I'm hoping to see that trend in DS5.0 when we get there.

    That's a great news. this is really a video era, people don't like to see pictures any more, they just want video.

    do not hold your breath waiting for DS 5 - they are way behind on it .

    heck we are suppose to get Carrara 9 this month - have not seen a beta yet .
    I'm think it will be another Daz soon ......

  • edited December 1969
    The real issue is that DAZ Studio was never BUILT to be an Animation program. It was designed to be a RENDER STUDIO as the name implies. The Animation that is now built in was added to the original to keep up better with what users wanted. To this day DAZ Studio is still more a render studio, but we have been told future versions will have a stronger focus on animation and animation tools and needs. I'm hoping to see that trend in DS5.0 when we get there.

    That's a great news. this is really a video era, people don't like to see pictures any more, they just want video.

    do not hold your breath waiting for DS 5 - they are way behind on it .

    I'm not sure how they can be 'behind' on something that hasn't even been announced. I should point out that Jaderail's comments are not news or an official statement from DAZ but his own personal perspective and hopes.

  • edited December 1969

    I'm with Richard here, how can something that has not been announced be behind? We are on DS4.6.2 and I simply HOPE that the next version of DS is as big a leap forward as DS4 was from DS3. I dream big when I dream.

  • edited December 1969
    I'm with Richard here, how can something that has not been announced be behind? We are on DS4.6.2 and I simply HOPE that the next version of DS is as big a leap forward as DS4 was from DS3. I dream big when I dream.

    Desk 1 4 word processing. are you two saying there was never any thing said about DS 5 ?

  • edited December 1969
    I'm with Richard here, how can something that has not been announced be behind? We are on DS4.6.2 and I simply HOPE that the next version of DS is as big a leap forward as DS4 was from DS3. I dream big when I dream.

    are you two saying there was never any thing said about DS 5 ?
    I'm saying I do not remember any date ever being posted as in a expect it now thing. Just that it was being done. I'm not out to start a war. If it was posted then I do not remember, things like new versions take time is all I know. And I still look forward to it. I meant nothing more.

  • edited December 1969
    I'm with Richard here, how can something that has not been announced be behind? We are on DS4.6.2 and I simply HOPE that the next version of DS is as big a leap forward as DS4 was from DS3. I dream big when I dream.

    are you two saying there was never any thing said about DS 5 ?

    I'm saying I do not remember any date ever being posted as in a expect it now thing. Just that it was being done. I'm not out to start a war. If it was posted then I do not remember, things like new versions take time is all I know. And I still look forward to it. I meant nothing more.

    WAR -
    http://youtu.be/ro4yhp9L6Ok

  • edited December 1969

    Hi butaixianran -

    I found this very interesting -

    * A whole new way converting MMD dance motion into BVH for DS Genesis, with hands motion, almost perfect now!

    Could you share the conversion method? It would be very helpful to many of us!

    Thanks,
    Neole

  • edited December 1969

    Nice mocap! Thanks a lot for sharing.

    Here´s a quick test without the facial animation and the camera - https://www.youtube.com/watch?v=QVzw2HLMVkg&feature=youtu.be

    I know nothing about animating in DS but I do have a question, is there a way to make her do the dance in high heeled shoes?

  • edited December 1969

    hi Toyen
    I like that stile
    it would be nice to tell something about your rendersettings
    it looks like a 2D movie

  • edited December 1969

    Hey there!

    I didnt render it, it was screen captured from the viewport : )

  • edited December 1969
    Hi butaixianran -

    I found this very interesting -

    * A whole new way converting MMD dance motion into BVH for DS Genesis, with hands motion, almost perfect now!

    Could you share the conversion method? It would be very helpful to many of us!

    Thanks,
    Neole

    hi, I actually have already shared the method in other post. But I think a even better way is:
    1. Convert mmd motion into fbx.
    2. Import fbx motion data into iclone 6
    3. Export daz charactor into iclone 6
    4. Do everything else in iclone 6, then render with Indigo renderer.

  • edited December 1969

    Is there a way to do this without Iclone? I have no idea what the software is for but I just looked up one video and it looks impressive. Is it like an animation tool for game development? A lot of the features indicate that.

  • edited December 1969
    Nice mocap! Thanks a lot for sharing.

    Here´s a quick test without the facial animation and the camera - https://www.youtube.com/watch?v=QVzw2HLMVkg&feature=youtu.be

    I know nothing about animating in DS but I do have a question, is there a way to make her do the dance in high heeled shoes?

    There is a way, you need this script:

    bLooper for DS 1,2,3,4
    https://sites.google.com/site/mcasualsdazscripts/blooper-for-d-s2-and-d-s3

    Load the bvh file first, and set high heel on frame 0~1. Then using bLooper script to copy the feet pose from frame 0~1 to the whole timeline.

    Chech this video as a show case:
    http://www.daz3d.com/forums/discussion/50643/

  • edited February 2015
    Is there a way to do this without Iclone? I have no idea what the software is for but I just looked up one video and it looks impressive. Is it like an animation tool for game development? A lot of the features indicate that.

    No. the only way to get a good motion data from MMD to DS is converting MMD motion into fbx file in Unity3D, then convert the fbx file into BVH for DS in iClone Exchange.

    Yes, iClone is an animation tool, but not for game development, more like for film directors or personal hobbies. Just a lot of game developers also like it.

    Post edited by butaixianran on
  • edited December 1969

    Hi Teknostorm,

    I'm here on the forums to help with any materials I can. So in order to bring a little light to the process that butaixianran described, here I provide you with a link to some of the iClone and 3DXchange motion converstion tutorials. New tutorials are currently being developed, so I will share them with everyone here once they are ready.

  • edited December 1969

    Thanks for the reply butaixianran and econ! Can you explain this step - 'Convert mmd motion to fbx'? I googled it and checked a tutorial and it involved Unity 3D and MMD4 mecanim, is that the most convenient step? It looked complicated!


    Hi butaixianran -

    I found this very interesting -

    * A whole new way converting MMD dance motion into BVH for DS Genesis, with hands motion, almost perfect now!

    Could you share the conversion method? It would be very helpful to many of us!

    Thanks,
    Neole

    hi, I actually have already shared the method in other post. But I think a even better way is:
    1. Convert mmd motion into fbx.
    2. Import fbx motion data into iclone 6
    3. Export daz charactor into iclone 6
    4. Do everything else in iclone 6, then render with Indigo renderer.

  • edited February 2015

    though this bvh is really nice I notice a lot of foot sliding and twisting with V4 characters
    any help ?

    edit:
    much better with Gen2female and limited joint rotation

    Post edited by Ruphuss on
  • edited February 2015
    though this bvh is really nice I notice a lot of foot sliding and twisting with V4 characters
    any help ?

    edit:
    much better with Gen2female and limited joint rotation

    Hi, this BVH only works for Genesis, won't work on V4.

    And it does have some bad twisting even with Genesis, caused by an old version of the converting tool. But you can find the way to convert mmd into DS in this topic, and download the new version of the free converting tool, so you can make your own motion data.

    Post edited by butaixianran on
  • edited December 1969
    Thanks for the reply butaixianran and econ! Can you explain this step - 'Convert mmd motion to fbx'? I googled it and checked a tutorial and it involved Unity 3D and MMD4 mecanim, is that the most convenient step? It looked complicated!

    hi, it is complicated and it's the only way to have a nice motion data from MMD.

    A trick to make it a little easy is:
    1. download MMD4 mecanim
    2. get the PMX2FBX folder out, so you don't need Unity3D.
    3. in Windows, open a cmd window, type the following command to convert motion data into fbx:

    cd [go to the folder of pmx2fbx.exe file]
    pmx2fbx.exe 'Your_Mmd_Model.pmx' 'MMD_Motion_Data.vmd'

    Then you will get a .fbx file with body motion data. But you still need to find another way to convert the facial motion.

  • edited December 1969

    Thanks for the instructions!!

    I tried to follow the steps -

    -----------------------------------

    - extracted PMX2FBX folder to D drive ( D:PMX2FBX )

    - Copied Miku.pmx to D:PMX2FBX

    - Copied a motion data BaaBaaBadApple.vmd to D:PMX2FBX

    - From a cmd prompt went to D:PMX2FBX

    - Executed the command pmx2fbx.exe Miku.pmx BaaBaaBadApple.vmd

    - There is a long list of code on the command box for 20-30 seconds at the end of which I see -

    Create Animation End.
    Skipped Morth. 0
    Processing Morph. 1
    Export anim.bytes .
    Export model.xml .
    Export model.bytes .
    End of export.

    - I get the following new files in the folder D:PMX2FBX - Miku.fbx, BaaBaaBadApple.anim.bytes, Miku.xml, Miku.model.bytes, Miku.extra.bytes

    - When I import Miku.fbx (61 mb filesize) in Daz3D, it shows 'Importing', and then asks 'Take to import' with the option BaaBaaBadApple.vmd or Null. I choose BaaBaaBadApple.vmd

    - Miku model opens in Daz3D in a T pose without any colors. The model shakes like a feather in the stiff T pose for the length of the animation, but her joints do not bend or anything.

    -----------------------------------

    Firegl v3100 driver windows 10. Am I doing something wrong, or will the fbx file only open in Iclone? I need only the motion data, not the model (though the model would be handy as well!). How can I import the motion data to Daz3D (or to Iclone)?

A downloadable tool

Biovision Hierarchy format (BVH) is a popular motion capture format stored in plain text files. It defines both the motion data and the actual skeleton that should be moved by it.

What BvhImporterExporter does is make it possible to import these .bvh files into the Unity 3D Game Engine at runtime.

  1. Create a BVH instance.
  2. Call method to make a GameObject skeleton.
  3. Call method to make an AnimationClip that moves the skeleton.

From there it's just a matter of using the skeleton the way you want to use it! You can add things to any of the skeleton's child GameObjects or bind a mesh to it if you want.

This tool goes great together with the MeshSkinner tool!

BVH Modification

The imported .bvh file can also be modified via several methods or by changing the bones directly via the allBones[] struct array.
It can then be written back to disk as a completely new .bvh file. Possible modifications via methods:

scale()You can shrink or enlarge the BVH.
setFPS()You can modify the frame rate.
shiftAnimation()You can change which frame is the first frame.
setAnimationOrigin()You can reposition the animation (with or without the rest pose).
flattenAnimation()Prevents the root bones from moving on a given axis.
rotateAnimationBy()Rotates the the animation (with or without the rest pose).
removeFrames()Removes one or more frames from the animation.
setBoneNames()Renames all the skeleton bones.
replaceBoneNames()Renames the skeleton bones that matches your given names.

Some convenience methods also exist, like center(), which positions both the first frame of the animation and the rest position at Vector3.zero.
Another one is align(), which rotates the animation so it points at Vector3.forward (or a direction specified by you).
The best convenience method is perhaps normalize(), which calls center(), align() and flattenAnimationForward(). The last flatten call can be skipped by calling normalize(false).

What does it mean to 'flatten' an axis? It makes the animation stand still on one axis while being able to move in the other two. It's useful if you for example want to make seamless walk/running animations, where you need the skeleton to stay in the same spot but still be able to bob up/down and sway left/right. BvhImporterExporter works great as a 'raw fix' before fine-tuning an animation in for example Blender. Just make a BVH instance, call normalize() to center/align/flatten and then cell writeToDisk() to save it as a new .bvh file. Finally import that one into Blender.

The constructor also has a couple of useful optional parameters, in particular:

importPercentageIf not 1.0f less than 100% of the available animation frames will be imported. Can be set to negative numbers to auto-adjust the import percentage to a frame rate. Very useful because too heavy AnimationClips only waste resources. Interpolation makes it often near impossible to detect any quality loss.
zUpCounts z as up instead of y during the import. Useful for dealing with BVH files exported by Blender.
parseMotionDataIf you only need the rest pose or if you just want to peek at a .bvh file's frame rate this will make import time extremely short when set to false.

There's also a duplicate() method on each BVH or BVHBone instance to quickly make copies without having to import twice.
The static method BVH.makeEmpty() will create an empty BVH instance if you ever want to make a .bvh file from scratch.

Bvh Motion Capture File

Speed

The tool has been written to be blazingly fast, able to import thousands of frames in a very short time.
It's even faster when not running in the Unity Editor, pretty much doubling in speed in the stand-alone release version of your game.

I'd like to avoid giving an example since different hardwares under different conditions gives different performance (and benchmarks gets more irrelevant over time as typical hardware improves) but here is an example anyway. The .bvh file used is for the conversation gestures that you can see animated here to the right, though not all BVH frames are in the ~14.3 FPS gif. Click it for a larger webm version.

Each row in my benchmark was executed 10 times and then the average amount of milliseconds was calculated.

BVH: 22 bones, 1522 frames, 30 fps, 50.7333333333333 sec.
Hardware (CPU): Intel Core i7-3630QM 2.4-3.4 GHz 6 MB Level3 Cache (sitting in a laptop I bought early 2013)

[EDITOR] new Winterdust.BVH(myPath).makeDebugSkeleton(); 220 ms
[EXEx86] new Winterdust.BVH(myPath).makeDebugSkeleton(); 108 ms

[EDITOR] new Winterdust.BVH(myPath).makeAnimationClip(); 218 ms
[EXEx86] new Winterdust.BVH(myPath).makeAnimationClip(); 108 ms

[EDITOR] new Winterdust.BVH(myPath); 187 ms
[EXEx86] new Winterdust.BVH(myPath); 90 ms

As you can see the actual importing of the file takes the longest, making an AnimationClip out of it took only around 16.5% of the time it took to import it.

makeDebugSkeleton() creates GameObjects for every bone, creates and assigns meshes to each joint, adds a BVHDebugLines component to the container skeleton GameObject AND calls makeAnimationClip() as well as the static method BVH.animateSkeleton() to add an Animation component to the container skeletonGO. All of that doesn't take long in comparison.

This test was done on a very large animation, at 1522 frames. Reducing the imported frames by 66% (from 30 to 10 fps) will decrease import time a lot without really losing any quality thanks to interpolation in the AnimationClip. Having more than 10 keyframes per second is a luxury in most cases, I mean how often do you change your bone's motion in real life? Ten changes per second covers a lot. Here's the first test again with the same .bvh file, just with an import limit:

[EDITOR] new Winterdust.BVH(myPath, -10).makeDebugSkeleton(); 111 ms
[EXEx86] new Winterdust.BVH(myPath, -10).makeDebugSkeleton(); 47 ms

Default Dance Bvh File

If you only import short looping animations (walk/run) that you've cleaned they usually don't have many frames at all, less than 100 in many cases.
Such short animations will take just a couple of milliseconds to import, especially if you use -10 in the constructor.

Bvh Files Download

Installation

Extract the ZIP archive in your Unity project's 'Assets' folder. This places a .dll file (plus two other files) in Assets/Plugins/Winterdust, now ready to be used in your game.

Using a .dll file in Unity doesn't make your game Windows-only, you can still build for any platform (Windows/Linux/OSX).

Note: There is a BVH_README.TXT in the .zip file as well. After you've read it you can delete it if you want to.

Usage

Using the BVH class is simple. You do it through code, not via a MonoBehaviour component in the Unity Editor. How to get started in C#:

using Winterdust;
[.]
BVH myBvh = new BVH('C:YourFileHere.bvh');

That imports the .bvh file, it's now ready for use.
There are other optional parameters in the constructor to check out later but the default values works fine most of the time.

GameObject skeletonGO = myBvh.makeDebugSkeleton();

This line creates an animated skeleton from the BVH instance, visualized as a stick figure.
makeSkeleton() does the same thing, except it isn't visualized/animated by default.

AnimationClip clip = myBvh.makeAnimationClip(); How to get ios on windows.

This line just creates an AnimationClip. By default it has legacy set to true but you can turn that off (either later or directly in the method call).
That means you can use the AnimationClip both in the Animation component (legacy) and the Animator component (Mecanim).
I recommend using it with the legacy Animation system, Mecanim requires you to use an 'Animator Override Controller' (RuntimeAnimatorController) which can be a little advanced.

[NOTE] There is also a constructor accepting the content of a BVH file directly (via a string[] parameter).
This allows you to download .bvh files from external servers or even embed them directly into your code.

Compatibility

You don't have to make a skeleton from every imported BVH, usually you make several AnimationClips from different BVH files and just one 'master skeleton' from a BVH that has the same skeleton as the other ones. It's this 'master skeleton' that you then do stuff with, for example bind to a mesh.

Bone length usually doesn't matter since BVH usually only rotates the child bones and only reposition the root bone. BvhImporterExporter actually ignores any child bone positions by default to reduce import time, should you need them you can set ignoreChildBonePositions to false in the constructor.

The stored rest pose must always be without rotation in the BVH format as well. This means that you can have a skeleton with a short left arm and it can still be moved beautifully by an AnimationClip created from a different skeleton with a long left arm. They both rotate the same from their rest rotation, which is Quaternion.identity (no rotation).

So skeletons need to have the same bone names and bone hierarchy to be compatible with each other, as well as a somewhat similar rest pose. They don't have to match exactly.
If an AnimationClip tries to move a bone it can't find nothing simply happens, the game doesn't crash or anything.

Documentation

Everything that is accessible (public fields/methods/etc) have detailed XMLDOC describing what they do and how to use them.

They should show up as normal in your code editor as long as the included XML file is placed next to the DLL file.

Where to get .bvh files

You can obtain thousands of free .bvh files online. Most available are humanoid.

Bvh Animation Files

[NOTE] I'd like to point out that BvhImporterExporter can handle generic skeletons of any type.
[NOTE] The tool even supports multiple root bones (although I don't recommended that practice).

Here's a popular resource with over 2000 quality .bvh files: cgspeed's Motion Capture archive
If you want them all prepare to reserve ~2.752 GiB of your disk space (around 1 GiB compressed). They are in 120 fps.

+ You can record your own body's movement into .bvh files using for example Kinect, check YouTube for guides.
+ A simpler way is to use Blender and let it record bone positions/rotations while you grab onto them and move your mouse around.
+ If you have an animation in a different format you can use Blender to convert it into the BVH format.

Showcase

BvhImporterExporter supports multi-threading.

It can do almost all of its work on threads other than Unity's main thread.
That's real threads, not Unity's 'coroutine' thread-imitation where yield and IEnumerator is used.

The showcase is a BVH Viewer. It creates a background loader for .bvh files in a different thread while the game runs like normal. Once everything has been loaded Unity's main thread takes over and can create GameObjects and AnimationClips, which is only permitted on the main thread.

Download BvhImporterExporter_Showcase.zip below. It's an exe build (Windows 32-bit).
[NOTE] Full C# source code is included for the showcase: BvhImporterExporterShowcase.cs

The viewer can show up to 22 .bvh files at the same time so that many are included in the ZIP.
If you are out scouting for .bvh files and need a way to preview them I recommend you check it out!

Try Before Buy

There is a free demo available so you can see for yourself what this tool can do for you! See below for a download.

Some points about the limitations of the demo:

  • Requires an empty text file to be placed into the Resources folder of your Unity project. Simply call the BVH constructor for details.
    It needs to be renamed every once in a while. You'll get told by the BVH constructor when the time comes (prints a message in the console).
    The text file can be seen as a kind of 'demo key'.
  • All features except one is included in the demo version. You'll be able to see exactly what this tool can do for you without having to invest any money!
    The exception is writeToDisk(). That method will not work in the demo. It's still there though so you can familiarize yourself with the parameters.

You can test the demo for as long as you want to, just don't release anything that anyone outside of the development team can access. As you probably realize the first demo limitation is to prevent games from being released with a demo version of BvhImporterExporter, since the demo DLL won't work for everybody and will stop working for all eventually.

Licence Agreement

  • This tool is per-seat.
    If multiple people will access the BVH class in your development team please purchase the tool multiple times.
  • You may not create some kind of BVH editor using this tool, unless available only to your development team and not shipped in your final product or elsewhere.

Final Words

Try importing a skeleton during runtime today!
Imagine how great mod support your game will have if people can change your in-game animations just by adding .bvh files to a folder or edit your existing ones.

Looking for a way to bind the skeleton to an actual mesh? I've made the perfect tool for that exact purpose:
MeshSkinner - Import a .bvh file, make a skeletonGO, then use it with the MeshSkinner and BAM: you've got a dancing character!

You don't need to create an account here on itch.io in order to buy this tool.
Actual payment is done on PayPal's site (credit card accepted - no account needed).

Note: Some additional info may be required for tax purposes during purchase, if so you will get a 'Billing address' message before being taken to PayPal ('2015 VAT MOSS regulations for EU'). Simply fill out the form and press 'continue payment'. Hp eva keygen mercedes. The info is used to calculate what VAT percentage to add on top of the price (if you live in USA it will always be 0%).

Psst! Check out JezzBall Classic while you're here!

StatusReleased
CategoryTool
AuthorWinterdust
Made withUnity, Blender
Tagsanimation, armature, Blender, bvh, export, import, mecanim, modding, Skeletons, Unity

Purchase

In order to download this tool you must purchase it at or above the minimum price of $45 USD. You will get access to the following files:

Download demo

Community

.bvh Files

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