I'm a NWN1 modder. I don't know much about NWN 2 modding. You mentioned NWN 1, though, and so I thought I'd chime in.
To get BVH animations on NWN 1 models you don't need any proprietary software outside of 3DS Max. Using BVHacker, you can chop up BVH files to your liking and then use Character Studio (and an appropriate .nmn file) to load those animations onto a Character Studio figure and then bake movement out to FK keys by exporting to FBX and re-importing or using one of a few maxscripts floating around for the purpose.
The biggest impediment is the difference between how the two skeletons (standard BVH and NWN) are set up and the number of extra bones present on a BVH. For instance, in the translation of a BVH to a NWN 1 skeleton, removal of BVH bones reduces rotations and causees a noticable degradation in the quality and accuracy of the animation. Once you start hacking at the BVH skeleton to the point that you're degrading the animations, the time saving benefit of BVH evaporates.
However, if you have enough BVH animations to do
all character movements, this is not such a big deal because you can use whatever skeleton the BVH animations call for.
Here is a post from a while ago with a sample video showing that BVH baking process can be done in NWN 1 and, in the rest of the thread, lots more details on different approaches using BVH...for NWN 1, anyway.
In practice, I found it was easier to just animate things myself using FK or using solvers (or any number of other tricks for animating) and baking down to FK.
I don't normally read this forum so any followups should be sent via PM or through the
NWN 1 custom content forum. Hope that sheds a little light, if only on the NWN 1 side of your question.
Modifié par OldTimeRadio, 21 septembre 2012 - 03:58 .