Motion Capture Data - .bvh import into Max

    Nov 01 2010 | 3:46 pm
    I'm working on a research project, and am wondering what work has been done on MoCap with Max/Jitter. Weare working with .bvh data here. Does anyone know of a means of working with this format? A colleague is working on a realtime OSC implementation, I am, however, as of now, looking for a simple means of visualising recorded MoCap data.
    Many thanks,

    • Nov 03 2010 | 7:08 am
      we're working already with an OSC streamer for the arena mocap software, if you could use that we can share (and maybe put some pressure on implementing OSC as a standard) offline I think csv files are more easy implemented in max
    • Dec 21 2010 | 3:22 pm
      hi llumen,
      we are working with the animazoo igs-190 system. we are also wanting both online and offline implementations.
      have a look at - we are developing a mocap resource for arts and humanities commnities in the u.k.
      some chance to work together?
    • Apr 03 2014 | 5:45 am
      i am in the process to create a 3d character and will later have access to a professional motion capturing studio, where movements can be recorded as bhv files. In max i want to control multiple instances of this 3d character (via poly), each one doing a different movement at the same time. Is there now any way to import bhv into max onto a 3d character, or do i need to do the targeting of the mocap files in the 3d-Software (Blender)?
      If the latter is true, is it better for max to import a character with just one large animation attached (working with looppoints, see the dwarf in the model.anim.loop example), or one character with multiple seperate animations attached (see Ninja-Example, which doesn't seem to work...). Or, since each instance of the character just needs to perform one action all the time, shall i export better multiple (identical) characters of which each one has one different animation attached.
      Thanks for all tips/hints...
    • Apr 12 2014 | 6:24 am
      ok found out that i can import bvh directly into -> if i disable it i can still query the attributes of the anim.nodes after i copied them to clipboard and map them onto my character loaded into a second
    • Jun 16 2014 | 1:45 pm
      Hi Tobias, I am also looking on loading different BVHs into max and control a model rigged with those, could you explain to me a bit more what was your process? Im not sure I understood the solution you found! thanks in advance!
    • Jun 19 2014 | 4:35 am
      Hi Martina,
      i just made two different and named them (in this screenshot taken from a tryout patch one is named fu, and the second one in which i loaded the bhv-files is called aniskel). When i created my fu model in Blender, i attached the standard sceleton from the bvh-files onto my character....
      In Max i then just used "Copy nodes to clipboard" and connected the parallel nodes, that outputed their rotation / position values on request.
      Since there were some minor problems finally i loaded each bvh-file into Blender, modified it a little bit (reset all orientation angles etc...), and exported it as dae files as well, with exactly the same export settings as my fu-model..
      Hope that helps