Hey there, I just finished up a sea creature avatar build, got a test rig put together in Maya, and tried a few BVH exporter scripts and keep running across the same error: "unable to read animation file. Incorrect root joint name, use 'hip'" As far as I can tell from my investigation, animation and rigging use differently named joints in their rigs. On a whim I tried renaming all my joint names in the BVH file to the animation set of joints, with no success. I tried doing so within Maya as well. I got this to work two other times with humanoid avatars in the past. Anyone know how to get this to work with a deformed rig? Here's the avatar I'm working on (WIP textures/colors): Any help would be greatly appreciated! ~Kaz