Let's discuss motion capture - .fbx and .bvh

Miscellaneous Forums/General Discussion/Let's discuss motion capture - .fbx and .bvh

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

My newbie use of motion capture led me to believe that .bvh was the easier of the two main formats. This was partly due to being able to load and use it with no problems whatsoever in Poser.

One of the things I am noting about .fbx is that some of them seem to store the mesh and the skeleton in the file - which might explain why the files seem bigger.

.fbx is the native format for MotionBuilder, so I was surprised when so many .fbx files failed to work straight away with MotionBuilder characters.

Some packages can export .fbx files, but you will probably still have to manually bind the skeleton to the mesh. So, having the motion capture files is not as useful unless you have the character mesh too.

The major problem I am seeing with MotionBuilder is when exporting the finished article to a useable format for Blitz.

I may go back to Poser and re-work with the .bhv files.

To be honest - once a route for doing this has been established, and it is simple to do, then this will be the way forward for Blitz animation.

I cannot animate a character to save my life and doing each move step by step takes ages. The internet is full of .fbx and .bvh files that are free to use - some can be bought.

I'm really the wrong person to be trying to go forward in this area as I know nothing about modelling and animation. What I did discover was having a base model in the 'T' stance is the best way to start.

I've not yet explored the possibility to just do it all in Milkshape as a one-stop-solution.