Does Carrara read Blendshape information from BVH files?
ReDave
Posts: 815
Hello!
Some programs can export a BVH containing reference to morphs/blendshapes (e.g. animation programs exporting expression morphs in addition to bone information). I was wondering if anybody here knows whether Carrara reads and interprets those correctly or if it just ignores them? I know that DAZ Studio, for example, ignores them. And if C can read those is there a preferred syntax in the BVH?
Comments
HI ReDave,.
I've never seen a BVH with the ability to control anything other than bones.
if you have Blender, and a figure, then you could export a BVH and try it,. ..that's the best way to find out if it's possible.
Normally, BVH which is quite an old format,. only lists the Bone names and position / rotation data for those bones.
You must have a figure which has the same Bone names as the BVH,. otherwise it won't apply correctly, or won't apply at all.
hope it helps
I had never seen it myself before yesterday. It's from a program that seems aimed at Motion Builder (or 3DSM or Maya). It basically defines the joints in the usual way, then it makes a line
JOINT blendshapes
Something like this:
HIERARCHY
ROOT Origin
{
OFFSET 0 0 0
CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
JOINT Neck
{
.
.
.
}
}
JOINT Blendshapes
{
OFFSET 0 0 0
CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
JOINT EyeBlink_L
{
OFFSET 0 0 0
CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
End Site
{
OFFSET 0 0 1.000000
}
}
JOINT EyeBlink_R
{
OFFSET 0 0 0
CHANNELS 6 Xposition Yposition Zposition Zrotation Xrotation Yrotation
End Site
{
OFFSET 0 0 1.000000
}
}
.
.
.
and ends the usual way with the bones and morphs values.No idea if it’s part of the specs. I’ll try the Blender idea, thanks.