BVH woes.... what am I doing wrong...

Jun 13, 2007 at 12:58 PM
Hi Guys,

Whenever I attempt to use a BVH file I keep getting the same errors:
1) Warning: Animation will be checked against model <modelname>.FBX
This is weird as my model is .X.

2) Error: Missing Asset <modelname>,fbx.
Not so weird as I dont have an FBX file.

I have created and animated my model in Blender
Exported everthing except the anims from within Blender
Added the model, its BVH files and texture to XNA project (in which previously I used the same skinned model with anims so its not a Blender DX exporter issue).

For the .X file I have used:
Content Importer - X File - Animation Library
Content Processor - Model - Animation Library

For the BVH file I have used:
Content Import - BVH - Animation Library
Content Processor - ModelAnimationCollection - Animation Library

Thanks in advance,


Corpse.





Jun 17, 2007 at 12:22 PM
Has/Is anyone else using BVH? If so please help!

Regards,

Corpse.
Jun 19, 2007 at 10:18 PM
Edited Jun 19, 2007 at 10:18 PM
I'm not having any issues, however my model is an .fbx.

I would either use .fbx as they seem to be a lot more stable in XNA or don't allow animation testing. The problem with .x is they can be either text or binary and as if that wasn't enough to cause issues every single 3D program and tool makes them differently. Milkshape alone has like four .x exporters none of which work well in XNA.

If the behavior filename begins with the model name it will check it. Otherwise it won't.

Example:
Man.fbx
Man_Run.bvh

This will cause checking.

Example 2:
Man.fbx
RunAround.bvh

This will not cause checking.
Jun 20, 2007 at 6:49 PM
Thanks PatrickB3.

Just a few additional points:
1) Which version of the assemblies are you using?
2) If I export to FBX am I correct in stating that I only need to export the mesh with the skelton as the BVH will provide the animation data? (I think thats correct).

Thanks in advance,

Corpse.

Jul 5, 2007 at 8:20 PM
Edited Jul 5, 2007 at 8:20 PM
I am using the latest of everything. I export the model from Milkshape using the .fbx exporter. It has the mesh and the skeleton. It doesn't have any animations. The animations I export from FragMotion.