benoit-1842 Posted October 28, 2014 Share Posted October 28, 2014 Does somebody knows how to build a bvh player in babylon.js I know that this guy is doing it with three.js and it's what I want to implement in babylon.js :http://lo-th.github.io/olympe/BVH_player.html.... It's exactly what I want to do : having a generic 3d model (not skeleton) that plays different bvh one at a time...... Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted October 28, 2014 Share Posted October 28, 2014 Generally, unless someone has already done something, you might have to do it yourself. In that case, it is basically just one foot after the other. You have bring in a bvh, text file, using a url, parse it, then .... You might want to read the source of your example, checking for licensing issues, and use it for inspiration. From another thread you started, is your goal to use Kinect as a sort of a motion capture system to write out a bvh, then play them using this? Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted October 29, 2014 Author Share Posted October 29, 2014 Yes that's exactly it and I want to build an avatar system with babylon.js ! Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted November 4, 2014 Author Share Posted November 4, 2014 Does anybody knows a tutorial or a good place to start ? Thanx, Benoit Quote Link to comment Share on other sites More sharing options...
gryff Posted November 4, 2014 Share Posted November 4, 2014 Does anybody knows a tutorial or a good place to start ? Benoit, it seems to me that one of your first tasks is to build a script that will read and parse a .bvh file. Try googling something like "javascript read parse .bvh file". BVH files are just text files so you can open them with a simple text editor. The problems will come in how the data gets interpreted. For example, what is the "rest pose" used, which axis is up (Z or Y), rotation order and the names assigned each joint in the .bvh file so that it can be assigned to the right bone in your geometry. Good luck with it cheers, gryff Quote Link to comment Share on other sites More sharing options...
benoit-1842 Posted November 4, 2014 Author Share Posted November 4, 2014 Thanx Gryff you are awesome..... Benoit Quote Link to comment Share on other sites More sharing options...
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