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BVH + MechaPaint

Motion capture onto your rigged model. Load a .bvh and the model moves, whichever rig it came from.

WHY MECHAPAINT

Mocap plays on any rig with standard bone names

A BVH file is pure motion, a skeleton and its rotations frame by frame, with no mesh. MechaPaint loads one onto the model already on screen, matches its joints to your model's bones by name, and carries the model's own rest pose under the motion. So a take recorded in Glycon, Rokoko, or Mixamo plays on a Daz, Mixamo, iClone, or hand-rigged character. Then lock any frame as a pose and paint the model in it.

Loose name matching

Hips is Hips whether the file says hips, Hips, mixamorig:Hips, or Hips_01. Case, spaces, underscores, and prefixes are all forgiven, so most rigs line up with no renaming.

Rest pose aware

The model's bind rotations ride under the file's motion, bone by bone, the same math I use for live retargeting in Glycon. Arms and legs land where the actor put them.

Y up or Z up, read right

Blender writes Z up, most mocap tools write Y up. The reader tells them apart from the skeleton and converts, root motion included, scaled to your model.

Paint in motion

Scrub the take, lock a pose, and paint the stretched and folded surfaces as they really look. Export the rig and clips with the model as FBX or GLB.

PIPELINE

Mocap to painted character

01

Open a rigged model

FBX, GLB, or DAE with a skeleton. The Animation panel appears.

02

Load the .bvh

Animation > Load..., pick the BVH. It plays at the file's frame rate.

03

Pose and paint

Lock a frame, paint, export with the clip included.

Record the motion anywhere. Paint the character here.

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