Incorrect Angles After Importing a BVH file #104549

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opened 2023-04-16 22:38:26 +02:00 by Ammar Qammaz · 1 comment

System Information
Operating system: Linux-5.15.0-69-generic-x86_64-with-glibc2.35 64 Bits
Graphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03

Blender Version
Broken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: rB55485cb379f7
Worked: N/A

Addon Information
Name: BioVision Motion Capture (BVH) format (1, 0, 1)
Author: Campbell Barton

Short description of error
Opening the test.bvh file attached It would be expected (as seen by opening the bvh file with a notepad application) that the first frame Neck1 ZXY values are (-20.0,-20.0,-20.0) the second frame Neck1 ZXY values are (0,0,0) the third are (-10,-10,-10) and the fourth (10,10,10).
However after opening the file with Blender 3.4.1 and inspecting the neck1 bone it is set to (-24.4,-18.8,-7.09) , second frame is correctly set to (0,0,0), third frame is set to (-11.3,-10.8,-5.12) and fourth to (8.11,14.1,8.39).
There is some sort of :
coordinate difference(?)
rotation order difference in the background conversion(?)
internal interpolation(?)
rounding error(?)
while loading the BVH file

Any idea on what is wrong or how I can have a 1:1 correspondance of the BVH file I have on disk compared to the lodaded armature in Blender?

Exact steps for others to reproduce the error

  • Import the test.bvh file attached
  • Go to pose mode
  • Select the neck1 Bone
  • Open the Transform Tab to see Location/Rotation/Scale info
    -Go to frames 1..4 on the timeline and check the incorrect values against the BVH file
**System Information** Operating system: Linux-5.15.0-69-generic-x86_64-with-glibc2.35 64 Bits Graphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03 **Blender Version** Broken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: `rB55485cb379f7` Worked: N/A **Addon Information** Name: BioVision Motion Capture (BVH) format (1, 0, 1) Author: Campbell Barton **Short description of error** Opening the test.bvh file attached It would be expected (as seen by opening the bvh file with a notepad application) that the first frame Neck1 ZXY values are (-20.0,-20.0,-20.0) the second frame Neck1 ZXY values are (0,0,0) the third are (-10,-10,-10) and the fourth (10,10,10). However after opening the file with Blender 3.4.1 and inspecting the neck1 bone it is set to (-24.4,-18.8,-7.09) , second frame is correctly set to (0,0,0), third frame is set to (-11.3,-10.8,-5.12) and fourth to (8.11,14.1,8.39). There is some sort of : coordinate difference(?) rotation order difference in the background conversion(?) internal interpolation(?) rounding error(?) while loading the BVH file Any idea on what is wrong or how I can have a 1:1 correspondance of the BVH file I have on disk compared to the lodaded armature in Blender? **Exact steps for others to reproduce the error** - Import the test.bvh file attached - Go to pose mode - Select the neck1 Bone - Open the Transform Tab to see Location/Rotation/Scale info -Go to frames 1..4 on the timeline and check the incorrect values against the BVH file
Ammar Qammaz added the
Priority
Normal
Status
Needs Triage
Type
Report
labels 2023-04-16 22:38:26 +02:00
Author

Also as a side note, using a third party BVH utility like BVHacker ( https://bvhacker.com/ ) as seen in the screenshot I get the correct joint values, so I am confident the issue is not caused because of something that is wrong with the actual BVH file. (encoding, line endings etc.) but due to some sort of parsing/post-processing error.

Also as a side note, using a third party BVH utility like BVHacker ( https://bvhacker.com/ ) as seen in the screenshot I get the correct joint values, so I am confident the issue is not caused because of something that is wrong with the actual BVH file. (encoding, line endings etc.) but due to some sort of parsing/post-processing error.
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Reference: blender/blender-addons#104549
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