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Bento facial expression, wrong root joint


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Okay, hello community! After finishing my first successful experience with creating bento avatar with a head I was trying to create a facial animation for it (started with an ordinary blinking).

Unfortunately, I was obviously unaware of something, thus when I finished the animation in blender, SL refuses to upload it for "root joint is wrong, use hip".  Perhaps anyone knows a solution. 

Thanks.

 

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wait...

HIERARCHY
ROOT mPelvis
{
    OFFSET 0.000000 0.000000 0.000000
    CHANNELS 6 Xposition Yposition Zposition Xrotation Yrotation Zrotation 
    JOINT mSpine1
    {
        OFFSET 0.000000 3.486000 0.000000
        CHANNELS 3 Xrotation Yrotation Zrotation 
        JOINT mSpine2
        {
            OFFSET 0.000000 -3.486000 0.000000
            CHANNELS 3 Xrotation Yrotation Zrotation 
            JOINT mTorso
            { ....

the one in red if you open the bvh in an editor, rename that one to "hip", no idea about anim files though

Edited by Fionalein
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Just tried it in blender, doesn't seem to give a proper result :) would you suggest some proper bvh editor to see this code and rename the joint properly? I only worked in avimator before and as you know, avimator doesn't support bento bones. 

Thank you for your time.

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I used "gedit" on the bvh  file, but any text editor will do... the rest is most likely right already. The file itelf is much longer but it sounds like all you have to do is exchange the name on the root (unless after doing so it will find a new mistake)...

also: qavimator now does bento, you can download the betatest of the new version (windows only, unless you compile it yourself)... but you won't see much face animations in that cloud of bones, it works though, I did a rotations based lip animation for talking with it buy guessing (tongue animations might be difficult with it)...

Edited by Fionalein
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