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ay222cn

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A member registered Aug 24, 2018

Recent community posts

Hey,
I get the rotation of a joint, at a specific frame, using this line of code:
Vector3 rotation = bvh.allBones[bone_index].localFrameRotations[frame_index].eulerAngles;

I'm trying to compose a bvh file by writing rotations which I take from localFrameRotations[]
It seems that localFrameRotations[] has different values to the original file, and I can't understand the reason they differ. Is it because you retarget the bvh animation to a different skeleton or because you use different axes?

I am asking, because when I'm composing a bvh file using the localFrameRotations[], the rotations don't look ok at all.
How can I use localFrameRotations[] and make these rotations useful to me?

(I am aware of the structure of a bvh file and that a rotation is written in z,x,y format).

Thank you :)

Hey,

Great tool and thanks for sharing the demo version!
I am trying to figure out, in which ways I can make a new bvh animation using your tool.
Specifically, I need to create a new bvh animation, using frames of other bvh animations.

Is there a documentation, that I could take a look on how to create a new bvh animation using your tool?
It would be great if you could explain to me the steps, on how to do that.

Thank you