• 19May

    Long-time readers may recall my post last December about an animation exporter project I had been working on. I’ve been meaning to release it to the public for a long time now, but never got around to it… until today!

    I’ve cleaned up the script and packaged it in a Blend file with the skeleton (it can’t export arbitrary skeletons as animations, it’s currently tailored to a specific one). The download link is below, but first I’m going to make you read my statement:

    This script is the product of countless hours of study, effort,and tweaking. I had intended to use it myself to create and sell animations in Second Life, but plans and interests change, and I don’t see myself doing that anymore.

    So, rather than keep it to myself, or let it linger untouched on my hard drive until the heat-death of the universe, I’ve decided to release it for the benefit of other animators and the general public. I hope some people find it it useful, and it makes their lives a little bit easier.

    But, I have no interest in maintaining or providing support for it. So, if you can’t figure out how to use it, find someone else to teach you. If it stops working, find someone else to fix it. If you need it to do something new, find someone else to improve it.

    I’m not trying to be rude. I’m sure you’re a very nice person. But I have a lot of ideas, and not a lot of time to spend on things that don’t interest me anymore.

    That said, if you have the inclination to write me and say thank-you, or tell me about a project that it has helped you with, that would make my day. (I’m jacek.antonelli on gmail.)

    - Jacek Antonelli
    (May 19, 2008)

    So there you have it. Go free, little exporter! Go free!

    [Update Dec 15: PLEASE NOTE: If you get an error about a missing pickle, you will need to install Python.]

    Both the scene file and the script are distributed under the Creative Commons Attribution 3.0 United States License. (As is the image up top.)


    [Update: If you wish to use Blender's Auto-IK feature for posing, you will need to unlock the left hand's location. To do this, select the skeleton's left hand, press N to open up the Transform Properties, and turn off the little lock-shaped buttons next to LocX, LocY, and LocZ. You may wish to do this for other bones as well, depending on your needs.]

    Posted by Jacek Antonelli @ 7:18 pm

    Tags: , , , ,

13 Responses

  • BETLOG Hax Says:

    Awesome. Very awesome.

  • dandellion Kimban Says:

    You cannot imagine how happy you’ve just made me. Thanks.

  • campbell barton (ideasman42) Says:

    Great work, I tried for ages to get BVH export working but wasnt able to :/
    (I did the blender bvh importer)
    Would we be able to distribute this script with blender?
    the creative commons license may be acceptable, but would it be possible to license it under GPLv2?, if not Ill have to look into seeing if we can use CC.
    If this is ok Im happy to maintain it.

  • Lexx Says:

    Great stuff… Saves me a lot of trouble. Can’t wait to see it included in Blender.

  • Domino Marama Says:

    Thanks for finally putting this out Jacek. I echo Campbell’s request for a GPL 2.0 license as well as the CC one. As you know I’m planning on doing full Blender import and export to SL and I’d like to incorporate animations into that as well as primitives. It’s likely I’ll need to change quite a bit of the script to get it to work how I need and I’d prefer it if everything was under the same license so I don”t have to worry whether the CCbyA license is GPL compatible or not.

  • Dixie Starr Says:

    Hi there a name from your past. I see that you were interested in something that I am working on too. I was googling and came across this article. In your tweaking and investigations did you ever come across how SL actually stores the BVH on the client side? When you upload a BVH and then play it in Second Life where does it reside on your machine? Good to see you are sharing the wealth with releasing the scripting.

    BTW, I haven’t spent much time in SL for about a year now. I went back to school at the Guild Hall at SMU where I am pursuing a degree in 3D Graphics Art and Game Development. Also, you might be interested in some of the things my Dad was doing in terms of content pipelines from SL to other platforms like Daz, Poser and Multiverse. They were written in Python using the Blender API. They are over at Mindies.com. Like you he seems to have moved on from those interests and he is working with me in various 3D graphics packages and on some music video projects.

    I am just busy with work, school and being a new wife. Not much time for a Second Life because of the frantic First Life!

  • Savant Hax Says:

    Extremely high quality, free, works as it should and is much better than I expected. 100x better than Avimator / Qavimator. Thank you very much for taking the time to create and release this.

  • Bruno Says:

    Thaaaannnnx a lot !

  • Zero Says:

    Question about the pickle…hehe
    I instaled the python but it still gives me the error message…what is that about?

  • Bloke Says:

    @Zero, Just drag the content of the python folder into the blender folder.

  • shukran fahid Says:

    python script encounters many errors. could this be because im using blender 2.59? which uses python 3.2 r something? i dont know enough python to clean it up.

  • Jacek Antonelli Says:

    Sorry, the exporter only works with Blender 2.49 and earlier. It will not work at all on 2.50 or later, due to the many major changes in Blender and Python. I haven’t checked to be sure, but I’m guessing that it would be a lot of work to update the exporter to work in recent Blender versions, even for someone who knows Python well.

  • Brixus Says:

    I just want to thank you very much!