MICHELEBVH TO CHARACTER
YOUR MOTION. YOUR ACTUAL RIG.
Motion Studio ↗

ANIMATE YOUR CHARACTER

Auto Rig + BVH / 05

Transfer motion onto the rig that actually deforms your model.

Cinema 4D R26 plugin ↓
Import a human or animal character. Build its rig if needed, then transfer BVH motion.

01 Your BVH motion

NO SOURCE
↑

Bring your motion.

Drop a BVH here.
Animated .bvh · up to 100 MB

DRAG TO ORBIT · SCROLL TO ZOOM
No motion selected

A BVH contains a source skeleton and its animation.

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02 Your actual character

PREVIEW ONLY
DRAG TO ORBIT · SCROLL TO ZOOM
Import your character
Your model, ready to animate.

Import a weighted character, or auto rig an unrigged human or animal. Fit the guides, build skin and controls, then transfer matching BVH motion.

00:00.00/ 00:00.00
No transfer yet
Choose motion and the actual character rig.
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This retargeting workspace processes your BVH and character locally in your browser. Body motion comes from BVH. Facial animation and visemes need the character's existing morphs or face joints; body BVH does not contain speech timing.

A neutral source reference pose and a matching skeleton improve the transfer.

CINEMA 4D R26 · AUTO RIG 0.7.0

Mocap rig to character bones.

Transfer an animated motion-capture skeleton directly onto your weighted character. Open MOCAP RIG TRANSFER, choose the source and target rigs, review bone mapping and transfer. BVH Auto Transfer is also included.

Match the first pose before transfer. Choose Prepare matching T/A first pose to preview the source beside the neutral character. The matched frame comes first, followed by every original motion sample one frame later. Motion Studio sources can use their known +Y bone axes; other rigs need a known neutral reference or valid rest pose.

The result opens in a new scene with editable body keys, geometry and skin weights. Auto Rig facial and viseme controls remain editable. Your original scene stays open. Third-party target drivers can need baking or disabling on the copy.

Download Auto Rig 0.7.0 + mocap transfer ↓

Uses your existing Auto Rig activation. Includes installers, illustrated guides, a matching-pose setup and a completed transfer example. These are native R26 features; the browser workspace below transfers BVH to compatible GLB/FBX characters.

TARGET CHARACTER ← SOURCE BVH

Map the character's joints.

BVH motion, on your actual character.

  1. Choose an animated BVH.
  2. Import your actual character as a self-contained GLB or FBX. For an unrigged model, choose Human or its animal anatomy, fit the guides and build its rig.
  3. Review joint mapping. Choose a neutral source reference frame or BVH rest offsets.
  4. Click Transfer to character and play the result.
  5. Export the animated GLB or the target's BVH. In Cinema 4D R26, use the included plugin to transfer onto your C4D character and save editable C4D or baked FBX.

An unrigged mesh needs joints and skin weights before animation can deform it. The browser and R26 plugin can build these for humans and all nine animal presets. Fit and review the guides and skin weights before production. BVH supplies skeleton motion; it does not create facial speech or viseme timing.