Changing the import axis in MakeWalk

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Changing the import axis in MakeWalk

Postby kingofmyworld324 » Mon Dec 30, 2013 11:46 pm

Hey, suppose the bvh is not facing the direction you want it to, how can you rotate it then retarget it to your armature?

The blender bvh importer allows you to select your up and forward axis, is there a similar feature in MakeWalk? If not, how can it be added?

Thanks!

Edit: New Problem:
I don't really understand python but I was able to rotate the bvh by adding this line to def "readBvhFile(context, filepath, scn, scan)" in the load.py file:
flipMatrix = Matrix.Rotation(-math.pi/2, 3, "Y") * flipMatrix;

Now I can import the bvh with its new rotation but now it won't retarget. It has a mocap error that says it can't identify the source rig because Top of spine RightToeBase has 0 children.

Looking at the MakeWalk: Errors and Corrective Actions page on this site, it says something like this might happen if the armature is not facing -Y.

Is there a way to make it work even if its not facing -Y or Y? It still gives errors and can't retarget even if I do some manual rig ids.
kingofmyworld324
 
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Re: Changing the import axis in MakeWalk

Postby ThomasL » Wed Jan 01, 2014 8:40 am

You can turn off automatic source rig identification in the Source Armature panel and select a source rig manually, see http://makehuman.org/doc/node/makewalk_source_armature_panel.html. If you don't find a set of bone names that matches your bvh file, you must create a new .src file in the source_rigs folder and reinit the source panel first. Look at some of the other src files to see how to do that.

This should turn off the error, but I don't know if retargeting will give a reasonable result. I have never encountered a bvh file where the skeleton is not in the standard orientation so this case has not been tested.
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