Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by Robon · Sep 07, 2011 at 06:54 PM · blenderrigriggedbvh

BVH to Blender to Unity 3D problem

What I am trying to achieve; Various content creators are providing me with BVH files with a common bone structure and naming convention. I need to get all these separate BVH files running on a common rigged mesh in Unity 3D

What I have tried; I am using Unity 3.40f5 Standard/Indie with Blender 2.59. I imported an avatar mesh from several .obj files into Blender. Then I imported the a BVH file as an armature, scaling it down to 0.026 during the import. The armature was on his side after import so I rotated the armature 90 degrees around x-axis and 90 degrees around z-axis and moved it into place with the mesh. Then I parented the mesh pieces to the armature (armature as parent) using 'Armature Deform With Automatic Weights'. I then shortened the animation to the desired length as blender seemed to put in a lot of blank frames. Finally I exported everything as an FBX file with the 'Default Take' option unchecked and imported it to Unity scaling it from 0.01 to 1 and animation set to loop. Then I created a new blender file and imported the BVH again as an armature with the same scale and rotated the same way and shortened the animation again. Then I exported the new file as an FBX, this time with the 'Default Take' option on. Again I imported it to Unity scaling it up again and setting to loop. Lastly I dragged the imported rigged mesh into the hierarchy and set its animation to the separate bvh import and tested. Everything played well with the rig now animated. Finally I exported a second BVH file (same bones) through blender as an FBX file and imported to Unity again. This time the animation would not play on the rigged mesh. In fact it would only play on a rigged mesh created specifically with that same BVH file in blender.

My Question is; I have been struggling for over a week to get all these BVH files into Unity and running on a single rigged mesh. Unfortunately my starting point must be the BVH format as this is the area my content creators have experience in. Does anyone have any idea where I am going wrong or could they suggest a better pipeline or approach to get these BVH files into Unity and running on a rigged mesh.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Blender Armature / rig is getting random rotation values (not the Z problem) 0 Answers

Can't move mesh limbs? 1 Answer

Object transform anchor point moves when adding another object as a child 1 Answer

Blender to Unity rig : Distend arm 1 Answer

How to line up/fix Armature with humanoid avatar rig. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges