Error when importing .bvh to 3DS max

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TimB1087
Posts: 1
Joined: Tue Dec 22, 2015 9:19 am

Error when importing .bvh to 3DS max

Post by TimB1087 »

Hello,

I seem to be running into a bit of trouble.

I've searched various YouTube videos, tutorials and forum threads, and have an pretty good idea on how to import my mocap data into 3DS max.

So far, my process has been to capture data with Motive, export as bvh, and import that data into 3DS max.

Currently, in Max, I have a default biped in my scene. I select the biped and use the Motion > Motion Capture Rollout > "Load Motion Capture File" option. I simply select my .bvh file, and hit open.

This is where I get the error. Actually, a few errors, in this order:

The following track names were found in the file and are unrecognized by Biped:
Spine, Spine1, LeftArm, LeftForeArm, RightArm, RightForeArm, LeftLeg, LeftToeBase, RightLeg, RightToeBase

When hitting OK, this pops up:

The following required tracks are missing from your .bvh
file:LeftKneeRightKneeLeftCollarRightCollarLeftElbowRightElbowChest

And hitting OK again, this pops up:

<Path>.bvh
An error occurred while loading this file.

I'm assuming there's some sort of issue with bones and their names, or with hierarchy. I can open up my .bvh with Notepad++ and see there is indeed data. (I've also exported my mocap data as a .csv and can view the data there as well)

I'm not entirely sure where in my process I have gone wrong. I assumed I would simply be able to stick the bvh in Max and apply it to a biped, but apparently something wasn't done correctly.

Thanks.
Digitom
Posts: 2
Joined: Wed Jan 13, 2016 9:04 am

Re: Error when importing .bvh to 3DS max

Post by Digitom »

I am also having problems exporting BVH files from Motive to Max.

I managed to get the bone names working by setting MotionBuilder names to false when exporting, but when I load the bvh on the skeleton in Max, it's frozen with the hands sticking out.

Anyone else have similar issues?
Digitom
Posts: 2
Joined: Wed Jan 13, 2016 9:04 am

Re: Error when importing .bvh to 3DS max

Post by Digitom »

Managed to get the bone names working by setting motionbuilder names to false when exporting. But now the skeleton is just frozen in Max when I import the BVH file.

Anyone have the same issues?
steven.andrews
NaturalPoint Employee
NaturalPoint Employee
Posts: 718
Joined: Mon Jan 19, 2015 11:52 am

Re: Error when importing .bvh to 3DS max

Post by steven.andrews »

Hello Digitom and TimB1087,

I apologize for the delay in giving an initial response. This post did not reach our ticketing system.

Digitom has the right idea loading the data into MotionBuilder to check it before loading into Max. BVH and Max have always been one of the more troublesome workflows, and I have often heard of MotionBuilder being required for making adjustments.

I do not have an explanation for the lack of animation when loading the file into Max. Could you please open a Support ticket with us at help.naturalpoint.com? I would like for you to submit your BVH both before and after the adjustments are made in MotionBuilder.

Best regards,
Steven
--
Steven Andrews
OptiTrack | Customer Support Engineer
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