I have a 3D character with specific rig and bones. I want to generate many animations secuences (in BVH format) that will be applied later dinamically to that character.
At this moment, I can’t find a method to obtain a good result.
I need a general orientation about the best way arround this approatch.
Thanks for your reply!
Actually, I’ve already reviewed that and many other examples. And I have no problem representing the skeleton and the animation contained in a BVH file.
My problem is precisely how to associate that animation with the SkinnedMesh.
You could help me if you answer the following questions:
The SkinnedMesh must have a skeleton equal to the one in the BVH file? Or the SkinnedMesh does not need to have a skeleton and in that case, how is the animation associated?
Is it necessary to make some previous association between the skeleton of the BVH with the skeleton of the SkinnedMesh?
It will be enough if the BVH and the SkinnedMesh have the same skeleton and each bone has the attribute “name” exactly the same in both models for each bone?
I have a bvh that matches a model… Im not binding correctly to the model. I’m still getting… THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton
I’ve been stuck on this for weeks. Can you please take a look/