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	<title>Extensions:2.6/Py/Scripts/Import-Export/BVH Importer Exporter - 版の履歴</title>
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	<updated>2026-09-05T16:31:57Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Import-Export/BVH_Importer_Exporter&amp;diff=150283&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Import-Export/BVH_Importer_Exporter&amp;diff=150283&amp;oldid=prev"/>
		<updated>2018-06-28T21:15:03Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:15時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Import-Export/BVH_Importer_Exporter&amp;diff=150282&amp;oldid=prev</id>
		<title>2015年11月7日 (土) 15:24にwiki&gt;Ideasman42による</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Import-Export/BVH_Importer_Exporter&amp;diff=150282&amp;oldid=prev"/>
		<updated>2015-11-07T15:24:38Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=BVH importer &amp;amp; exporter=&lt;br /&gt;
&lt;br /&gt;
{{ScriptInfo&lt;br /&gt;
|name= BVH Addon&lt;br /&gt;
|tooltip= Export/Import motion capture data in Biovision Hierarchy (BVH) format&lt;br /&gt;
|menu= Import, Export&lt;br /&gt;
|usage= Import/Export animated armatures in BVH format&lt;br /&gt;
|version= 2.76&lt;br /&gt;
|author= Campbell Barton (ideasman_42), Sybren A. Stüvel&lt;br /&gt;
|blender= 2.76&lt;br /&gt;
|license= GNU General Public License (GPL)&lt;br /&gt;
|exe=io_anim_bvh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Units and coordinate systems==&lt;br /&gt;
&lt;br /&gt;
The BVH file format does not specify the units of measurement used, nor does it specify the coordinate system. Because of this, importing or exporting BVH files requires a few manual choices. BVH animations have a fixed frame rate, which is always specified in seconds per frame.&lt;br /&gt;
&lt;br /&gt;
===Common unit choices===&lt;br /&gt;
&lt;br /&gt;
Common units are:&lt;br /&gt;
* metres: always a sane choice&lt;br /&gt;
* centimetres: some Vicon software uses this&lt;br /&gt;
* 1/100th inches: other Vicon software uses this. If you have such files, you can enter &amp;quot;2.54/100&amp;quot; or &amp;quot;0.0254&amp;quot; in the scale field to convert to metres.&lt;br /&gt;
&lt;br /&gt;
===Common coordinate systems===&lt;br /&gt;
&lt;br /&gt;
Common coordinate systems are:&lt;br /&gt;
; Y=up, -Z=forward: Vicon software uses this, and it is the most common choice in many BVH files found online. For these reasons, this is also the importer's default.&lt;br /&gt;
; Z=up, Y=forward: as in Blender, but this does not seem to be widely used in BVH files.&lt;br /&gt;
&lt;br /&gt;
==Importer==&lt;br /&gt;
&lt;br /&gt;
The importer has the following options:&lt;br /&gt;
&lt;br /&gt;
; Forward and Up: The coordinate axes that denotes the &amp;quot;forward&amp;quot; and &amp;quot;up&amp;quot; direction. The third axis is automatically chosen to form a right-handed coordinate system. See above for common combinations.&lt;br /&gt;
; Target: Either Armature or Object. With &amp;quot;Armature&amp;quot; you get (drumroll...) an animated armature. When you choose &amp;quot;Object&amp;quot;, for each joint you get an animated Empty. In this case, the hierarchy is still maintained by object parenting.&lt;br /&gt;
; Scale: The joint locations (hierarchy) and translations (animation data) are scaled by this factor. For example, if the file is in centimetres and your Blend file uses 1 unit = 1 metre, use scale = 0.01&lt;br /&gt;
; Start frame: The frame at which the animation should start&lt;br /&gt;
; Scale FPS: When disabled, the frame rate of the BVH is ignored, and each frame in the BVH file is mapped to a frame in Blender, producing a 1:1 mapping of BVH frames to Blender frames. When enabled, the BVH file's frame rate is used to map each frame in the BVH to the correct time in Blender, producing a 1:1 mapping of BVH time to Blender time.&lt;br /&gt;
; Update scene framerate: When enabled, it sets the Blender scene frame rate to the BVH file's frame rate. When disabled, the scene's frame rate is left untouched.&lt;br /&gt;
; Update scene duration: When enabled, the Blender scene is extended so that the BVH file fits in its entirety. The scene is never shortened.&lt;br /&gt;
; Loop: When enabled, marks all imported F-curves as cyclic, causing the animation to loop indefinitely.&lt;br /&gt;
; Rotation: Rotation mode for the bones in the armature.&lt;br /&gt;
&lt;br /&gt;
==Exporter==&lt;br /&gt;
&lt;br /&gt;
The exporter always exports in Blender's coordinate system, meaning up=Z and forward=Y.&lt;br /&gt;
&lt;br /&gt;
; Scale: The joint locations (hierarchy) and translations (animation data) are scaled by this factor. For example, if the file should be in centimetres and your Blend file uses 1 unit = 1 metre, use scale = 100&lt;br /&gt;
; Start and End Frame: Allows you to control which part of the animation is saved to BVH.&lt;br /&gt;
; Rotation: rotation order of the bones in the BVH file.&lt;br /&gt;
; Root translation only: When disabled, all joints are saved as 6-DOF translating and rotation joints. When enabled, only the root is saved as 6-DOF, and the other joints are saved as 3-DOF rotating joints.&lt;br /&gt;
&lt;br /&gt;
==Known Limitations==&lt;br /&gt;
&lt;br /&gt;
* The BVH format doesn't store the bone roll or ''end-points''. For single chains this is not normally an issue, but when bones have multiple children the importer places the bone tip at the children median location.&amp;lt;br&amp;gt;So while the rig can be imported and exported - the exact location of bones in the rig wont be maintained exactly.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Ideasman42</name></author>
		
	</entry>
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