bvhacker help: The interface
This page gives an overview of the bvhacker interface
Section 1: File menu
- Open: Opens a bvh file for editing
- Save: Saves the current bvh file
- Exit: Closes bvhacker
- Help: Displays HTML help files
Section 2: Adjustments
- Clamp buttons: Used to make zero all values in an offset or rotation data channel
Section 3: Hacks and Tweaks
- AddAb: Add Abdomen button. This button will add an abdomen joint to a 23 bone skeleton
- AbFix: Abdomen fix button: Merges rotation data from the chest to the abdomen. (Use after AddAb)
- AbFx2: Experimental - removes a 'Waist' joint (if present) and adds it's offsets to the Chest and neck
- NoOff: No offset button. Some motion editing apps add an extra offset to the hips in the HEIRARCHY section. This removes it
- SLify: Converts bones and motion to make an SL compatible animation. (Not always 100% accurate)
- JtNms: Joint renaming button. bvhacker will attempt to make all bone names Second Life compatible. does not affect motion data.
- Zero: Sets zero rotation for XYZ on the currently selected joint.
- Scl+: Scales up the bones sizes
- Scl-: Scales down the bone sizes
- Set T: Set T stance. Adds a new frame at the start of the animation with all joints zeroed out
- Rem T: Remove T stance. Opposite to Set T, Rem T removes the first frame.
- !Zero: Not Zero. New for Release 1.3. Ensures all joint rotations are large enough not to be ignored by Second Life
- QC: Quality Check. New for Release 1.4. Makes a text file with criticisms of your animation!
Section 4: Sliders mode and adjustment
- Radio buttons for the selection of rotation or translation adjustment mode (affects clamp buttons function too)
- Sliders range: Sets the plus or minus range for the sliders
Section 5: View controls
- 'Default' shows the view just in front of figure, level with the figure's hips
- 'Floor' gives a view at floor level for easily setting the figure height in relation to the ground
- Colour or black and white display selection
- Show floor option
- Display first frame (for smooth playback if the first frame is a T-pose)
Section 6: Joint properties
- Joint Name
- Order of motion channels for joint
- Joint hierarchy value (starting at zero for hips)
- Number of motion channels
- Joint's parent
- Joint offsets (skeletal parameters)
Section 7: Dynamic sliders
- Dynamic sliders: Adjust motion or offset data channels depending on adjustment mode
Section 8: Edit controls
- Set trim points: Set mark in and mark out points
- Trim button. Trims off frames as set by trim points
- Knit button. Blends the start and end points of the animation for smoother looping
- Resample to 20fps. Resamples to animation to 20fps
Section 9: Transport control
- Slider control acts as cursor for scrubbing through the animation
- Standard play, pause, stop, step forward and step back buttons
Section 10: Animation time
- Elapsed and total time for the animation - Current and total frame count display
- Frame time: Number of milliseconds per frame (1/fps)
- Animation time: Displays seconds elapsed and total number of seconds
- Frame number: Displays current frame and total number of frames
Section 11: File properties
- bvh file name
- Number of joints
- Number of motion channels
- Figure height (sum of y values from hip to head end site plus sum of all y values from hip to feet end site)
- Arms alignment: The axis along which the arms align themselves when all joints rotations are set to zero
Section 12: Hierarchy view
- Displays joints in the same order as laid out in the original file
- Used to select individual joints - Right click menu allows adding, removing or renaming of joints
- Selected joint's parameters are displayed in section 6 and the joint is highlighted orange in the display
- Defaults to hips selected when a file is first loaded