I see your "*.bvh" aimation is 1000 frames long!
I think you may be using far too many frames than what is needed for a set of simple moves.
You see, for a curve on the graph you don't really need each and every value
for each end every frame. Internally, many animation formats have the ability
to use "Bezier Curves" (clever French guy) which allows a curve to be generated with only a few parameters.
With this in mind I scaled it down to something more manageable like 300 frames and saw
that your animation details remained at a an acceptable level. (even more scaleing may have been O.K.)
I understand that you have "Seamless" Starts and Ends for your "Sequence Loops" which will now be influenced
but that should not be a real problem to fix.
You'll obviously also need to slow-down the framerate in Irrlicht.
So..
I tried your approach of exporting to "*.fbx" from Blender 2.49 and it seems that even with
a lower frame count there are still problems around the rotation of the fingers. (like the B3D)
I've run into this sort problem many times!
The "*.x" generated by Blender 2.49 (using the scaled down BVH) seems to me to be the only door through which the model
can progress to Frag Motion and eventually become a good "*.b3d"!
Now, we know that the "*.x" must first pass through Deep Exploration (which is difficult to get)
before exporting from Frag Motion to "*.b3d".
Nothing short of haveing "Deep Exploration" seems to allow us to complete this path to a decent "*.b3d" .
(see the "PM" I sent you)
I don't know exactly how to get around this, but I will post the 300 frame "*.b3d" for what it's worth.
But.. Don't dispair, because I have a suspicion that Irrlicht would be able to open the "*.x"
file from Blender 2.49 (which don't open in Frag Motion for some wierd reason if not passed through Deep Exp or perhaps even something else)
(I havent tried yet but I'm sure you will)
If the PM I sent don't do what I hope it will then you always have this "*.x" straight from Blender 2.49 option (if it works that is).
So.. Before anything else, shorten your "release" animations by at most 25% because you really are making them way too
long for realtime applications. (just my opinion as this is not morph-based aimation where higher frame counts are needed)
Get your "squeezed" BVH into Blender 2.49 with hook to object etc, and export it to "*.x" which should open in Irrlicht (I hope).
Yes I know the X Export Script is very slow but that's all the more reason to be economical with your Animation frame-counts.
Here is the "squeezed" 300 frame BVH. (used things in Blender "2.76" like "clean keys" and "clean frames" AFTER the squeeze)
http://s000.tinyupload.com/?file_id=274 ... 8456486423
Here is the 300 frame "*.b3d" which I think preserved your animation sequences quite nicely.
http://s000.tinyupload.com/?file_id=405 ... 9928269678
For this one I did have to use the "*.x" from Blender 2.49 and passed it through Deep Eplorer before Exporting it
from Frag Motion at 25 FPS.. (the "*.x" from Blender seems to be the only real key to success)
In this process the model may become an "X-Mirror" version of itself.
Fix this in Frag Motion (L/R Hand) or elsewhere.
Load it in Irrlicht with a lower framerate to see the bezier curves do their work..
(I'm sure they are still beziers by this time in the process)
Some viewers don't recognize these beziers but Irrlicht does. (Assimp Viewer, when you drag the frame tab also shows it nicely)
You'll notice that your polys are no longer Quads, but Triangles.
Steer clear of Quads when doing skinning and Weight Painting because some 3D Apps prever them
as triangles and Quad-Splitting decisions don't have to be taken later down the line.
(debateable but in hardware, polys ar all tris and will prbably stay so for a long time to come, I think)
Keep your development models in Quads though.
The Blender files are massive so I won't bother uploading those.
Check your PM..
I'm still experimenting with these things and if I find anything usefull i'll let you know!