Convert BIP to BVH
Move Character Studio BIP animation into BVH-compatible 3D and motion tools.
Make BVH files online
We can't read BIP files yet, so this conversion isn't available. If you can export your work to one of these formats, we'll turn it into BVH:
Want to convert BIP to BVH?
Let us know. We pick the conversions to add next by how many people ask for them.
How to convert bip to bvh file
- 3D modeling
- No ratings yet.
Autodesk 3ds Max Character Studio saves biped animation as BIP, while Blender, game tools, and motion-editing applications commonly accept BVH. Conversion is needed when a BIP animation must be transferred to software that cannot read Character Studio's proprietary motion format.
What BIP contains
BIP is a binary Autodesk Character Studio Biped motion file used in 3ds Max. It stores animation for a Biped rig, including keyed body movement and related motion data; it does not function as a general-purpose mesh, texture, or complete character file.
BIP files are mainly used by 3ds Max artists and pipelines based on Character Studio. Blender and most standalone BVH utilities cannot open BIP directly, so the file must first be loaded onto a Biped in 3ds Max or processed by a compatible 3ds Max script.
What BVH contains
BVH means Biovision Hierarchy. It is an ASCII motion-capture format with two sections: a joint hierarchy containing bones, offsets, and animation channels, followed by frame-by-frame channel values.
BVH is supported by Blender, many motion-capture editors, and numerous game and animation tools. Its text structure makes it easier to inspect and exchange than BIP, but it stores a skeleton and animation only; it does not contain a skinned mesh, materials, textures, facial morphs, or Character Studio-specific controls.
Convert the file in 3ds Max
- Open a compatible version of Autodesk 3ds Max with Character Studio/Biped. Create or import a Biped that matches the source animation.
- Select the Biped, open the Motion panel, and use the Biped motion controls to load the
.bipfile. In different 3ds Max releases, the command may appear as Load File or under the Biped applications and motion controls. - Scrub the complete animation and confirm that the BIP plays correctly. Set the required frame range, scene frame rate, Biped scale, and root orientation before exporting.
- Use 3ds Max's Character Studio motion-capture export command, typically under the Biped Motion Capture or related application controls, and choose
BVHas the output format. Save the result asanimation.bvh. Command names and locations vary between 3ds Max versions. - Import the result in the destination application. In Blender, use File → Import → Motion Capture (.bvh), then map or retarget the imported armature to the destination character.
The BIP-to-BVH operation exports motion through a Biped and samples it into BVH channels; it does not convert a character model. Keep the original BIP and the exported BVH if later retargeting or a different frame range is required.
Alternative workflows and online services
If the installed 3ds Max version does not expose BVH export, use a maintained BIP-to-BVH MaxScript or plug-in that explicitly supports that version, or export the animation through an intermediate format such as FBX and then export BVH from Blender or another motion tool. FBX is an intermediate workaround, not a guaranteed lossless representation of every Biped feature.
There is no broadly reliable, mainstream web converter for proprietary BIP input. Generic services such as ordinary file-conversion websites usually support neither Character Studio BIP nor BIP-specific rig interpretation. Use an online service only when its current input list explicitly names Autodesk Character Studio .bip and its output list explicitly names .bvh; do not upload confidential motion data to an unverified service.
Compatibility and quality limits
- Rig differences: BVH describes the exported hierarchy, not the target character's rig. Retargeting is normally required, and joint names alone do not guarantee correct mapping.
- Data loss: Biped layers, IK constraints, footsteps, dynamic effects, non-joint controls, and other 3ds Max-specific data may be reduced to sampled joint rotation and translation channels.
- Coordinate systems: Check up-axis, forward direction, root translation, bone offsets, and rotation order after import. A wrong setting can produce rotated, mirrored, or displaced motion.
- Timing: Match the source frame rate and frame range. Resampling can alter fast movements, and different Euler rotation orders can create visible discontinuities.
- Skeleton scale: BVH stores offsets and motion but does not reliably solve differences in character proportions. Scale and retargeting may be necessary, with foot sliding or hand drift requiring cleanup.