BVH Blender to DAZ....

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  • #1802093
    Abad
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    Rank: Rank 5

    I rarely use Blender for animations. With Autodesk Maya and MotionBuilder (A.K.A. MOBU..) I promise studying it is enough to make a decent retarget, and one that works in D|S. (Although Maya fails to export D|S compatible Fbx...) The "official" Daz scripts are garbage. MOBU does NOT fail. (Not even that other 3dxchage crap from Reallusion/iClone...)
    BUT, (there is always a but...) in my case, I don't know how to make a definition of the facial bones of Genesis8/8.1 in MOBU: I promise to study it...
    The fact is that Blender strangely exports the Bvh, since they should have Hip as root, not a ROOT as start...
    For example, a typical bvh starts with:
    ------------------------------
    HIERARCHY
    ROOT hip
    {
    OFFSET 0.000229 -0.825710 -104.964470
    CHANNELS 6 Xposition Yposition Zposition Zrotation Yrotation Xrotation
    --------------------------------
    while one from Blender starts with:
    ------------------------------
    HIERARCHY
    ROOT __0
    {
    OFFSET 0.0 0.0 0.0
    CHANNELS 0
    JOINThip
    {
    OFFSET 0.000000 -1.824816 105.178093
    CHANNELS 6 Xposition Yposition Zposition Xrotation Yrotation Zrotation
    ---------------------------------
    How can i fix this? BvhHacker does not allow to modify the root, nor MOBU...
    I don't know if it's Euler XYZ or Quaternion rotations...
    Can someone with experience in this help me? TX!! 🙂

    Disasters are apocalyptic as we see in the image:
    https://i.postimg.cc/wT2jF2Ks/Untitled-1.jpg

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