Convert BVH to 3DS
Free, in your browser, with nothing uploaded. Drop your .bvh file in and take the .3ds away.
Drop your BVH file here
.bvh in, .3ds out
Choose filesNothing is uploaded No account, no email No file size limit
How to convert BVH to 3DS
- 01
Add your .bvh file
Drag your Biovision Hierarchy file onto the drop zone, or click it to browse. Nothing is uploaded: it is read where it already sits.
- 02
Check the preview
The model is parsed on your machine and drawn in the viewport, so a wrong axis or a missing texture shows up before you commit rather than downstream.
- 03
Save the .3ds file
Press convert. The 3D Studio file is written in the tab and lands in your downloads folder. No link, no expiry, no account.
What carries over, and what does not
A format conversion is a translation, and translations lose things. Here is what actually happens when a BVH file becomes a 3DS file.
| Data | BVH | 3DS | Survives |
|---|---|---|---|
| Geometry | No | Yes | n/a |
| Materials & colour | No | Yes | n/a |
| Texture maps | No | Yes | n/a |
| Animation & rigs | Yes | No | Dropped |
| Scene hierarchy | Yes | Yes | Yes |
Expect to lose
- 3DS stores no animation, so rigs and takes in your BVH file are not carried over.
None of this is a defect in the conversion; it is what 3DS is specified to hold. If you need the missing data, convert to GLB instead, which carries geometry, PBR materials, textures and animation in a single file.
What our 3DS writer puts in the file
Geometry, per-object materials and texture coordinates. Texture image references are not written, because 3DS can only name a file it cannot carry. The format counts vertices and faces in 16 bits, so a mesh over 65,535 of either is split into parts rather than truncated, and material names are cut to the ten characters the format allows.
About Biovision Hierarchy
A BVH file is pure movement: a joint hierarchy with offsets, followed by one line of channel values per frame. There is no geometry in it whatsoever, which is the point: it is how motion capture moves between systems, and how libraries like CMU’s mocap database are distributed. Converting one gives you the animated skeleton, so pick a destination that stores animation.
Commonly seen in: CMU Motion Capture Database, MotionBuilder, Blender, Poser. More on the BVH format page.
About 3D Studio
The .3ds format comes from Autodesk 3D Studio for DOS and carries all the constraints of its era: 16-bit vertex indices cap a single mesh at 65,536 vertices, object names are limited to eight characters, and smoothing information is minimal. Despite that it never went away: decades of model libraries, architectural asset packs and CAD exporters still ship .3ds, which is usually why you are reading this.
Commonly seen in: 3ds Max, Blender, older asset libraries, architectural model packs. More on the 3DS format page.
How the conversion works
When you drop a file in, the bytes are handed to a parser compiled to run in your browser. The BVH data is decoded into an in-memory scene graph of meshes, materials and transforms, which is what the preview is drawing. Pressing convert walks that scene graph back out through a 3DS writer and hands you the resulting bytes as a download.
The whole round trip is local. The page itself is static: it is delivered once and then does its work offline. That is why the privacy claim is checkable rather than a promise.
BVH to 3DS: common questions
Is my BVH file uploaded anywhere?
No. The file is read by code running inside this browser tab and never crosses the network. You can prove it by disconnecting from the internet before you convert, the page keeps working, or by watching the Network tab in your browser's developer tools while you drop a file in.
How large a BVH file can I convert?
There is no server-side limit because there is no server. The practical ceiling is your own machine's memory: a browser tab can usually handle models up to a few hundred megabytes. Very dense scans or scenes with millions of triangles will take a few seconds and a lot of RAM.
Why does my converted 3DS file look untextured?
Because this writer leaves them out. 3DS references an image by filename rather than storing it inside the file, so the images would have to travel separately and land where the file expects them, which is how a converted model arrives broken. Convert to GLB, FBX or USDZ instead if the textures need to stay with the model.
Does it cost anything?
No. There is no fee, no account, no watermark and no per-file limit. Since the conversion runs on your hardware rather than ours, serving this page costs about as much as serving a blog post.
Does it work on a Mac, on Windows or on a phone?
All of them. There is nothing to install: any browser with WebGL 2 will do, which covers current Chrome, Edge, Firefox and Safari on desktop, and Safari and Chrome on mobile. A phone has less memory than a laptop, so a very heavy scene may be the one thing it cannot finish.
Related conversions
Other things to do with the same file.
From BVH:
Other ways to get to 3DS:
Or do something else with it: