The BVH class makes it possible to import .bvh files into your game during runtime.
This is useful if you want to use skeleton animations directly without having to convert them first. It also greatly increases mod support for your game since all modders have to do is swap out old .bvh files or add new ones.
Working with BvhImporterExporter is easy, it is done via script:
using Winterdust;
BVH myBvh = new BVH("path.bvh");
myBvh.makeDebugSkeleton();
In this example we import the "path.bvh" file and call a method which creates an animated stick figure (a visualization of the skeleton and its animation).
Several methods exists to create a skeleton GameObject hierarchy and AnimationClip, as well as help you modify the imported .bvh file. You can for example flatten a walk animation so it doesn't move from the spot.
Modified BVH instances can be written back to a new .bvh file so you can import it into for example Blender and work on it further.
It's possible to make an Animator-compatible AnimationClip, which you can use in Mecanim via an Animator Override Controller. But I recommend using the legacy Animation component for simplicity.
BvhImporterExporter is delivered as a .dll file, everything is well documented with detailed XMLDOC descriptions. A .xml file is included, when placed next to the .dll the documentation can be seen from inside your script editor.
Most of the heavy work (actually importing the .bvh file) can be executed from a different thread if you want to make a preloader for your game. BvhImporterExporter has been optimized so it's blazingly fast, able to import thousands of animation frames in a very short time.
Try before buy - there is a free demo available! Visit the link below to download it.
For more information please check out https://winterdust.itch.io/bvhimporterexporter