https://github.com/vorgestern/bvhparser
Convert bvh files (biovision hierarchy) to x3d files (web3d)
https://github.com/vorgestern/bvhparser
animation biovision bison bvh capture flex hierarchy mocap motion x3d
Last synced: about 1 month ago
JSON representation
Convert bvh files (biovision hierarchy) to x3d files (web3d)
- Host: GitHub
- URL: https://github.com/vorgestern/bvhparser
- Owner: vorgestern
- License: apache-2.0
- Created: 2024-12-20T21:37:04.000Z (over 1 year ago)
- Default Branch: master
- Last Pushed: 2025-01-19T09:56:49.000Z (over 1 year ago)
- Last Synced: 2025-06-20T11:11:11.269Z (12 months ago)
- Topics: animation, biovision, bison, bvh, capture, flex, hierarchy, mocap, motion, x3d
- Language: C
- Homepage:
- Size: 1010 KB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# Bhvparser
This is a library that parses .bvh (motion capture, BioVision Hierarchy) files to a C++ representation
of the skeleton and the motion.
Two applications are included:
- **bvhtox3d** is a command line tool converts a .bvh file to a virtual reality file .x3d.
- **bvhshow** is a GUI application that reads .bvh-files and shows the animated skeleton.

# Requirements (for bvhshow)
- **flex** and **bison** tools for parser generation
- **glew** OpenGL binding
- **fltk** GUI Toolkit Version 1.4.1
# How to build
## .. on Linux
- Install **flex** and **bison**: ```sudo apt-get install flex bison``` or equivalent
- Make sure **glew** is installed
- Provide development files for fltk 1.4.1.
If fltk 1.4.1 is not installed already, build from source:
```
cd somewhere
git clone https://github.com/fltk/fltk
cmake -S fltk -B fltkbuild \
-D CMAKE_CONFIGURATION_TYPES="Debug;Release" \
-D FLTK_BUILD_EXAMPLES=0 \
-D FLTK_BUILD_FLTK_OPTIONS=0 \
-D FLTK_BUILD_TEST=0 \
-D FLTK_OPTION_FILESYSTEM_SUPPORT=0 \
-D FLTK_OPTION_SVG=0 \
-D FLTK_BUILD_FLUID=0
```
- make all
## .. or else on Windows (using Visual Studio 2022 (VS17))
- Easy way to install **flex** and **bison**: Download single executable implementations
win_flex und win_bison from [here](https://sourceforge.net/projects/winflexbison/files/win_flex_bison3-latest.zip/download)
and put them on the PATH. If you name them differently or don't want them on the path,
adapt the Macros FLEX and BISON in buildsys/VS17/bvhparser.props.
- Easy way to provide development files for **glew**: Download the latest release (currently 2.2.0)
of windows binary files from [here](https://github.com/nigels-com/glew/releases).
Copy lib/Release/x64/glew32s.lib from the archive to lib/Release/glew32s.lib and
lib/Debug/glew32s.lib in the repository.
Copy include/GL/\*.h from the archive to include/GL/ in the repository.
If you have glew installed elsewhere, adapt paths and filenames in buildsys/VS17/UseGlew.props.
- If you have development files for fltk 1.4: Edit buildsys/VS17/UseFLTK.props to adapt
file names and paths.
Otherwise build from source (on windows command line):
```
cd somewhere
git clone https://github.com/fltk/fltk
cmake -S fltk -B fltkbuild ^
-D CMAKE_CONFIGURATION_TYPES="Debug;Release" ^
-D FLTK_BUILD_EXAMPLES=0 ^
-D FLTK_BUILD_FLTK_OPTIONS=0 ^
-D FLTK_BUILD_TEST=0 ^
-D FLTK_OPTION_FILESYSTEM_SUPPORT=0 ^
-D FLTK_OPTION_SVG=0 ^
-D FLTK_BUILD_FLUID=0
```
Build the created solution. Adapt buildsys/VS17/UseFLTK.props to use the created files
or copy libraries and headers to the given paths.
- Build bvhparser etc using buildsys/VS17/bvhparser.sln