BVH export results in altered root orientation #103599

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opened 2023-01-02 16:19:37 +01:00 by Eric Dolch · 5 comments

System Information
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15

Blender Version
Broken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: blender/blender@55485cb379
Broken version: 3.3.1, same broken behaviour

Short description of error
After exporting an armature as bvh and importing the exported file again, the root orientation has changed.
Import behaves as expected, but the exported BVH-file differs from the original one (float formatting has been ignored for the comparision).
The export has probably problems with the rotation order of the root bone?
Because only the root orientation is affected. The rest of the bone hierarchy is correctly exported in relation to the altered root bone.

Exact steps for others to reproduce the error

  1. Start Blender
  2. Import any .bvh file
  3. Export the imported animation as .bvh (data has been changed now by this step)
  4. Import the exported animation (reveals the root bone orientation change)

You can use any .bvh file for that. I used this very simple two keyframe example file (which is included as attachment too):
https://research.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/Example1.bvh Example1.bvh

Bigger .bvh files can be found here:
https://github.com/BandaiNamcoResearchInc/Bandai-Namco-Research-Motiondataset/tree/master/dataset/Bandai-Namco-Research-Motiondataset-1/data

**System Information** Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 **Blender Version** Broken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: `blender/blender@55485cb379` Broken version: 3.3.1, same broken behaviour **Short description of error** After exporting an armature as bvh and importing the exported file again, the root orientation has changed. Import behaves as expected, but the exported BVH-file differs from the original one (float formatting has been ignored for the comparision). The export has probably problems with the rotation order of the root bone? Because only the root orientation is affected. The rest of the bone hierarchy is correctly exported in relation to the altered root bone. **Exact steps for others to reproduce the error** 1. Start Blender 2. Import any .bvh file 3. Export the imported animation as .bvh (data has been changed now by this step) 4. Import the exported animation (reveals the root bone orientation change) You can use any .bvh file for that. I used this very simple two keyframe example file (which is included as attachment too): https://research.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/Example1.bvh [Example1.bvh](https://archive.blender.org/developer/F14107370/Example1.bvh) Bigger .bvh files can be found here: https://github.com/BandaiNamcoResearchInc/Bandai-Namco-Research-Motiondataset/tree/master/dataset/Bandai-Namco-Research-Motiondataset-1/data
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Frank125 commented 2023-01-02 22:06:56 +01:00 (Migrated from localhost:3001)

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Frank125 commented 2023-01-02 22:06:56 +01:00 (Migrated from localhost:3001)

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Reference: blender/blender-addons#103599
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