DAZ Studio: Import BVH Instructions | Perception Neuron by Noitom

DAZ Studio: Import BVH Instructions

You are here

12 posts / 0 new
Last post
DAZ Studio: Import BVH Instructions

DAZ Studio: Import BVH Instructions 
(Updated 2/2019 - Added instructions to apply motion to G1, G2, G3 & G8)

The following instructions are for getting MOCAP data from the Perception Neuron mocap suit into DAZ Studio for animating G1, G2, G3 & G8 figures:
1.    In the Axis Neuron software load the .RAW motion file you wish to bring into DAZ.
2.    Next do a File | Export, choose output file type as Biovision *.bvh format, then choose the file name and directory for the saved file. 
3.    Open DAZ and load the Genesis 1 Female figure. Always start with G1F for new BVH imports.
4.    With the G1 character selected in DAZ do a File | Import, change file type to Biovision *.bvh, and then navigate to your saved PN clip, click the OPEN button.
5.    The BVH Importer Options box will now be open. Click the SHOW DETAILS button so you can see the Bone Mapping (you will probably have to drag a corner to expand the size of the box to see all or most of the bones listed).
6.    The Bone Mapping is where the magic occurs.  Select SPINE 3 on the left hand side and the right hand side will display the corresponding mapped bone in G1, in PN’s case it will probably say LEFT COLLAR.  This is wrong and should be remapped to the CHEST, which is done simply by clicking on CHEST.  The following are the 7 bones that I have found that need to be remapped:
a.    SPINE 3 ----->  CHEST
7.    Once the remapping is completed choose SAVE MAP button, give it a NEW name and SAVE.  This will allow you to LOAD this saved map for future imports.  Load this saved MAP each time you do a new BVH import.
8.    After you saved your named map, click SHOW DETAILS, then click LOAD MAP button, choose your saved/stored map and click LOAD. Before you click ACCEPT to load the motion file decide if you want "In Place Mode (no X or Z hip translation)" checked or unchecked.  Once you click ACCEPT your animation will be loaded and then you can click the play button in the Animation Panel to see it in action.
9.    Once your G1F figure is animated to your liking save it as a POSE PRESET - with animation. Select your G1F figure, do a File | Save As, choose Pose Preset, then give it a name and include the Animated Range (start and end frames) for the animation you want saved, choose ACCEPT.
10. You can now easily animate G1, G2 and G3 figures simply by dragging the saved POSE PRESET file onto each of these figures in your scene.
11.  To apply to G8 figures you need to put them into a T-Pose first.  Select G8 and BEND the Right & Left Should Bend bones up 45-degrees. Similarly, adjust the Side-Side pose of the Left & Right Thigh Bones in by 6-degrees each. Now choose the JOINT EDITOR Tool and right click on your G8 Figure and choose EDIT | Bake Joint Rotations.  (You can save this as a G8 T-Pose Pose Preset to save time next time). Now just drag your G1F Animated Pose Presets you saved onto your G8 figure and it should animate properly.
12.  If G3 or G8 figures to not animate quite right, you can try this DAZ Store script which works quite well. https://www.daz3d.com/animation-conversion-genesis-2-to-genesis-3


Thanks a lot for this!


Thanks a lot for this!


DAZ Studio BVH Import Instructions UPDATE
After further experimentation I have noted the following regarding importing BVH files from Neron Axis into DAZ Studio:

Recommendations -
1. Genesis 3 characters are NOT supported by the bone mapping I noted above.
2. BVH import should be done using Genesis 2 Female character in order to provide best compatibility with all/most DAZ characters.
3. After the BVH has been imported, with the bone map, and applied to the G2 character, "Studio Keyframes" are created, now Right Click on any open part of the aniMate2 tab/background area and choose "Create aniBlock From Studio Keyframes" to make an aniBlock that you can now use for all/most of your characters. Remember to rename and save your aniBlock.

Observations -
1. If I use G2-Male for BVH import his head is translated down.
2. If I use Toon Scientist for BVH import both hands and both feet are translated down.
3. If I use G1 for BVH import and aniBlock creation and then apply the aniBlock to a G2 character the fingers are hyper-flexed (thus recommendation for using G2 for aniBlock creation).

Hope this helps!


Hello.  Thank you for this.  I have tried with both Genesis and Genesis 2 and it does not seem to be working.  The lower body seems to be working but the arms are not working at all.  She pretty much stays in T pose arms.  Did you export from Axis Basic or Axis Pro?  



I was using Axis Basic for this.  


You mentioned that the bone mapping does not work with Genesis 3. Do you mean that Neuron is incompatible with G3, or that merely the node names use a different naming convention than G2 and G1, and thus would need their own custom mapping? 




I believe the issue is bone mapping only, but I have not try to verify this.  I am okay using G2 figures and thus have no need at the moment to start working with G3 figures with their new bone mapping.


Thanks for sharing, !

Sell and buy your animations here:


I also have issues with arms being stiff, not really limited to the bvh files or Perception (I don't own one just yet), it also happens on the daz bundled animations.


I try one of the demo bvh in Daz using the maping I loaded a Genesis 2 male and the head went down, but I created a aniblock and open a new sean  and then I apply it to a genesis 2 male and it work the head was in the right pose

Vaughn McIver


About Perception Neuron

We are part of Noitom Ltd. and dedicated to the development of motion capture systems for entertainment, sports, science and medicine.

  • 278 NE 60 St
    Miami, Florida 33137
  • (305) 521-3124
  • +86 10 82055391 ext. 852
  • contact@neuronmocap.com

Latest Posts

Flickr Feed

Check out our photo album from events, fans, and just random fun stuff.