Puppeteer & BioVsion
18-Sep-95 21:22:17
Sb: #191357-Puppeteer & BioVsion
Fm: Roy Baker 76562,360
To: Mike White SunDog Pro. 72002,1010
Hi Mike 🙂 I solved one of my problems
Original Problem 1:
>>The SkullBase node and the SpineBase node have no motion. I haved spoken to
BioVision about the problem, but they say the files are fine?<<
BioVision called and said that they used the wrong filter when exporting. New
files are fine, problem fixed.
Original Problem 2:
>>BioVision says that an additional node for the sole of the feet should be
present. This node is non-existant in puppeteer.<<
Well…not exactly, after examining their files and talking to BioVision they
don't actually put in a sole node, but apply the rotation of the sole (foot) to
the foot node.
This brings up a couple of new questions:
1.) How come Puppeteer doesn't apply rotation to the nodes? Does it translate
the rotation to the links? If it does, then you can never have wrist or foot
rotation, and that's one of the key elements I need.
2.) The VPM files have more nodes with data than what is actually created in
Puppeteer. Where do these nodes go and why not use their original names in
Puppeteer? ie: Left Clavicle, Thorax, LeftFoot, etc..
3.) Should Puppeteer look at creating a new filter for importing BioVision's
VPM format?
4.) How does Flock of Birds handle wrist and foot rotation?
5.) Are there any other programs for 3DS that will import motion capture data?
Or should I look at other solutions on alternative platforms, such as
Wavefront/Alias and Kinemation.
BTW: Tom H. will be out of the office for a Trade Show. 🙁