Import BVH Files
The BVH Importer Options dialog comes up when you select File > Import, choose the BioVision (.bvh) export option, and select/open a .bvh file.
To import a BVH file:
- Load and select the figure to apply the animation file to.
- Choose File > Import from the menu, select the BioVision (.bvh) export option, locate and select the file to be imported, then click on Open.
The BVH Importer Options dialog comes up with the following options available:
- Selected File: Shows the name of the BVH file being loaded.
- Selected Figure: Shows the currently selected figure that the animation file will be applied to.
- Scene Animation Setup Options
- Adjust scene to match the file: When selected will adjust frames in current scene to match the file being imported.
- Use the current scene values: When selected will use the current scene frames and drop any frames from the animation that go over the scene max frames.
- In Place Mode (no X or Z hip translation): When enabled will leave the figure in current location in the scene. When disabled, figure will move based on where the imported animation places the figure.
- Limit Joint Rotation: When enabled, limits joint rotation even if the animation file has settings outside the limits. When disabled, does not limit joint rotation and the animation settings are used.
- Show Details: Click on button to expand the dialog and view the name mapping lists. The name mapping shows which nodes in the animation are mapped to the nodes in the selected figure. Changes to Hide Details when list is expanded.
- If you are not sure if the name mapping is correct, i.e., animation was made for a biped and is being applied to a quadruped, etc., or know that the mapping is not correct, click on the Show Details button to view the current mapping.
- Load Map: Enables a saved name mapping to be loaded and applied to the import.
- Save Map: Enables the current name mapping to be saved so it can be used for a future BVH import or export.
- File Nodes: Lists the figure node hierarchy from the file being imported. Nodes with a checkmark next to them indicate that a matching node was found in the Figure Nodes list.
- Review the nodes listed in the File Nodes listing to ensure that they are correctly mapped to a node in the Figure Nodes listing.
- If needed, remap nodes that are not mapped as needed for the figure or for the requirements of the animation, or map nodes that had no matching nodes.
- To change the mapping of a node:
- Click on a different node in the Figure Nodes list and the selected node in the File Nodes list will be remapped to the selected node.

If you remap a node from the figure to a node in the file and that figure node had a matching file node, the file node will be deselected and will not be imported. For example, the image below shows a lFoot figure node that has been remapped to the lShin file node. This means that the original lFoot file node no longer has a matching node so is automatically deselected and will not be imported. The node can be remapped to the lFoot and then the lShin remapped as well.

- Confirm the change by clicking on a different node in the File Nodes list, then reselecting the previous node. When it is selected, the remapped node will be selected in the Figure Nodes list instead of the original node.
- To map a node that did not have a matching name or was unmapped:
- If needed, remove nodes from the File Nodes listing that should not be imported by clicking on the checkbox to remove the checkmark for that node. If a parent node is deselected, all child nodes will be deselected as well.
- To load a saved map that will override the current name mapping, click on the Load Map button. The BVH Load Maps dialog will come up.
- To delete a saved map, click on the Load Map button. The BVH Load Maps dialog will come up.
- Once all settings have been selected and names are mapped correctly, click on the Accept button. The animation will be imported and applied to the selected figure.
- Press Play on the Timeline tab to play the animation.
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