So... Blender pretty much failed me at exporting it to various formats. Both versions screwed up all converts, well, except for .bvh, which, Luther, as you said, needs to be flipped and renamed, what can be done.
As possible, not-so-elegant solution, i suggest to import first the start-up pose as .OBJ, (deformed mesh), then import the .BVH skeleton and implant it manually in different 3d package. (parent the posed mesh to the skeleton pose). Then, hoping, that it would convert it to .X correctly.
That gets even more complicated...
Luther, Karpov, could you try this "import" here in Max or in Wings?
I have renamed the bones accordingly to Karpov's animations and flipped them in 3 different directions.
Mind that, there are a few bones more, like one additional finger joint and thumbs as well as the handles. I guess they will be ignored by the import.
The:
1. "beertime1.bvh" is a position of bones as they are in Blender.
2. "beertime2.bvh" is a position of bones as they get opened correctly by default in fragMOTION. (90 degrees backwards, i think this one should be positioned correctly, Luther)
3. "beertime3.bvh" is a position of bones as i found them in Karpov's BVH's
4. "beertime.obj" is a starting point for the animation and is the object that will be welded to the starting frame. (i hope this works)
beertime.rar
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www.megaupload.com/?d=ZONPMAHE