3. Type the name of your custom profile in the Profile Name field.

4. The Profile Editor tries to figure the mapping relation and lists the outcome in the Bone Map List. Check mapping correctness by clicking the bones in the list one by one and see if the highlighted bones (in the Source File window and the bone structure list) are correspondent with the RL bones. You may have to refer to the figure of RL bone structure we mentioned earlier.

5. If there are incorrect mappings, choose them and click Remove button to remove them from the list. The Remove All button removes all mapping relations in the list.

6. To add a new mapping relation, choose a BVH bone in the Source Bone structure list ,the correspondent RL bone in the iClone RL Bones structure list then click Add to Map button.

7. When all mapping relations are set, click the Save Profile button to save the custom profile. The new profile is added to the profile list of the BVH motion converter.

8. Click the Convert button to convert the BVH with the new profile, then Click the Save / Apply button to apply the motion to iClone character.

You may find the character is not standing on the ground and some limbs seem twisted. Let's fix it in the next session.

To Adjust the initial position of the BVH motion

1. First you have to figure the proper offset value for locating the character in the origin. In iClone, go to Avatar>Character>Modify tab, adjust the values of the XYZ spinners in Character Position panel, or use Alt + Left Right/Up Down arrow keys or Ctrl + Up Down arrow keys to move the character to the ground origin. Remember the XYZ values.

Tip:
you can turn the grid on (in preference) or load a prop and use it as a position reference.

2. Go back to the BVH Profile Editor, the XYZ offset values will be converted by the program automatically.

3. Save the custom profile and convert the motion as described earlier, then save / apply the motion to iClone character. Reset the character position and check if the initial position of the converted motion is correct.

To fix the twisted limbs

1. In the image above, The feet point downward unnaturally, to improve it, select the corresponding bone name in the Bone Map List (in this case, the 'LFoot' bone).

2. Click the Bone Offset button to open the Bone Offset dialog box, input the Rotation offset value.

3. Save the profile, convert the motion then save / apply the motion to iClone character. Check if the twisted limb is corrected properly.

4. Modify the values of XYZ rotate offset of the twisted limbs one by one. It may take some time and needs you to switch between BVH Motion Converter and iClone to modify the profile and check the result.

5. When all the offset values are determined, save the profile. You can use this BVH profile to convert all the BVH motion data with the same format.

The BVH profiles are .prf files located in BVH Motion Converter folder (default path: C:Program FilesReallusionBVH Motion Converter). They are plain ASCII files so you can modify them with any text editor instead of using the BVH Profile Editor.

Let's take a look at the profile format:

Default //The profile name shown in the converter.
Position 0 -800 -1300 // The initial position offset.
FrameRate 60 // The frame rate of the original BVH motion data.
Chest <---> UpperTorso . //Bone mapping, The BVH bone name is on left and the HTR bone name is on right.
Head <---> Head .
Hips <---> LowerTorso .
LeftAnkle <---> LFoot 60,0,0 //The numbers are the values of the rotate offsets.
LeftCollar <---> LCollar . // a dot means there are no offset needed
LeftElbow <---> LLowArm .
LeftHip <---> LThigh .
LeftKnee <---> LLowLeg .
LeftShoulder <---> LUpArm .
LeftWrist <---> LHand .
Neck <---> Neck .
RightAnkle <---> RFoot 60,0,0
RightCollar <---> RCollar .
RightElbow <---> RLowArm .
RightHip <---> RThigh .
RightKnee <---> RLowLeg .
RightShoulder <---> RUpArm .
RightWrist <---> RHand .
RightWrist <---> RHand .
* LPelvis //Fixed bones.
* RPelvis //Fixed bones.

Motion Capture‎ > ‎

The Daz-friendly BVH release of CMU's motion capture database

MotionBuilder users: you probably want this page instead.
3dsMax users: you probably want this page instead.
July 2010: This page has the download links to a Daz-friendly .BVH release of 2548 human motions from the Carnegie-Mellon Graphics Lab Motion Capture Database. This is a large set of professionally-captured human motions of a widevariety of types, suitable for use in animation software, which were previously available only in Motionbuilder-friendly and Poser-friendly versions.
This 'Daz-friendly release' is designed for use with the 3rd-generation and 4th-generation prerigged characters from Daz3d.com, including but not limited to:
3rd gen: Aiko 3, Victoria 3, Hiro 3, SP3, Michael 3, David 3
4th gen: Aiko 4, Victoria 4, SP4

TUTORIAL VIDEOS:
- Tutorial part 1
- Tutorial part 2

DOWNLOAD LINKS AND RELATED FILES:
(Download problems? MediaFire can be flaky or overloaded sometimes, since this is 'free download space, I get what I pay for.' If MediaFire refuses to start a file download, try waiting 24 hours and then try again.)
('Missing directories'? Actually, the CMU dataset does not include a full set of directories numbered 1 through 144. There are some gaps in the numbering. For example, there are no motion directories numbered 95-101 or 129-130. So if it looks like you're 'missing some directories', actually you aren't, as long as you download all of the ZIP files below.)
PRIMARY RELEASE: Daz-friendly hip-corrected BVH files release.
Zip file for BVH directories 01-09 (45 MB)
Zip file for BVH directories 10-14 (89 MB)
Zip file for BVH directories 15-19 (91
MB)
Zip file for BVH directories 20-29 (
117 MB)
Zip file for BVH directories 30-34
(115 MB)
Zip file for BVH directories 35-39(69 MB)
Zip file for BVH directories 40-45(49 MB)
Zip file for BVH directories 46-56(111 MB)
Zip file for BVH directories 60-75(122 MB)
Zip file for BVH directories 76-80(93 MB)
Zip file for BVH directories 81-85(44 MB)
Zip file for BVH directories 86-94(124 MB)
Zip file for BVH directories 102-111(105 MB)
Zip file for BVH directories 113-128(133 MB)
Zip file for BVH directories 131-135(74 MB)
Zip file for BVH directories 136-140(86 MB)
Zip file for BVH directories 141-144(91 MB)
_______________________________
SECONDARY RELEASE: Daz-friendly hip-UNCORRECTED BVH files release.
Use these files selectively, only if you observe some foot-slippage problems in one or more primary release files above. In general, you'll normally want to use the (hip-corrected) primary release. See the READMEFIRST file that accompanies the primary release ZIP files for a more detailed discussion of the hip-corrected vs. hip-uncorrected releases. The tutorial video also has some content, towards the end of the video, about the primary Daz-friendly vs. the hip-uncorrected Daz-friendly releases.

Zip file for BVH directories 01-09 (45 MB)
Zip file for BVH directories 10-14 (90 MB)
Zip file for BVH directories 15-19 (
92 MB)
Zip file for BVH directories 20-29 (119
MB)
Zip file for BVH directories 30-34
(117 MB)
Zip file for BVH directories 35-39(70 MB)
Zip file for BVH directories 40-45(50 MB)
Zip file for BVH directories 46-56(113 MB)
Zip file for BVH directories 60-75(124 MB)
Zip file for BVH directories 76-80(94 MB)
Zip file for BVH directories 81-85(45 MB)
Zip file for BVH directories 86-94(125 MB)
Zip file for BVH directories 102-111(107 MB)
Zip file for BVH directories 113-128(134 MB)
Zip file for BVH directories 131-135(75 MB)
Zip file for BVH directories 136-140(87 MB)
Zip file for BVH directories 141-144(92 MB)

_______________________________

OTHER FILES:

- READMEFIRST file from the primary release
- READMEFIRST file from the secondary, hip-uncorrected release.
- Here's the full motions list (word processor version), also included with each of the above .zip files

- 60-second experimental video created using BVH 94_5 from the primary Daz-friendly release.

Subpages (2):READMEFIRST file for Daz-friendly primary releaseREADMEFIRST for Daz-friendly hip-UNcorrected release