Open the7shfun opened 3 years ago
Can you confirm if the arm and leg bones were correctly included in the bone list while recording?
Removing the root offset would need some modification to the code. Inside BVHRecorder.buildSkeleton()
, save the position of the root bone. Inside BVHRecorder.getOffset(Vector3 offset)
, add a line at the beginnning subtracting the saved position from from offset
. I believe that way all positions should become relative to it, but I haven't tested it.
Here is my case. I convert MMD VMD animation in unity. Then i record the animation to the bvh file. Import the BVH to blender with same fbx then the character hand and leg doesnt have any motions. Also the BVH animation hip and spine is higher than the FBX i import to blender . Because i import the FBX in blender every bone will stay in position(0,0,0). But the bvh animation will follow the unity transform position to record. So theres two question i want to ask is anyway to make the transform position is same as the blender base start with (0,0,0) to get indirect motions. The other question is why the hand and leg doesnt move. I already using lot a method to make MMD work in blender with using unity skeleton.The one is most close to work.