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 Post subject: Working with maya
PostPosted: Sun Sep 21, 2014 4:37 pm 

Joined: Sun Sep 21, 2014 4:25 pm
Posts: 3
Hello, first excuse my english.

I have few characters and few animations, i do with maya 2014 (no humanik), now i thinking in try something like ipi for new animations, but i don't want to do the work done again and all characters have diffent bone names for use with IPI.

my question its, can i use in any way the IPI generate animations with my already done stuff?

my knownledge with animations/maya ins't big, i work with maya/animation for few months.


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 Post subject: Re: Working with maya
PostPosted: Mon Sep 22, 2014 12:47 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 1896
Location: Moscow, Russia
You can transfer motions on any (biped) custom rigged character.
For non-standard bone names, you'll just need to setup the bone mapping manually on the Export tab in Mocap Studio.


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 Post subject: Re: Working with maya
PostPosted: Thu Sep 25, 2014 3:09 am 

Joined: Sun Sep 21, 2014 4:25 pm
Posts: 3
ok if i understand right at export i can change example LHAND to L_HAND right?


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 Post subject: Re: Working with maya
PostPosted: Thu Sep 25, 2014 3:33 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 1896
Location: Moscow, Russia
Mocap Studio does not change joint names, but maps joints of built-in skeleton (with fixed names) to joints of your custom character (with arbitrary names). For example, you can map the 'LHand' joint to your character's joint named 'L_HAND'.
Mocap Studio includes pre-defined mappings for several widely used joint naming conventions. If your character follows one of those conventions, then you may not even need to set any mappings manually.


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 Post subject: Re: Working with maya
PostPosted: Fri Oct 24, 2014 2:21 am 

Joined: Sun Sep 21, 2014 4:25 pm
Posts: 3
then i suggest support (i don't known if have) for Unreal Egine 4 + ART bones.

https://docs.unrealengine.com/latest/IN ... index.html


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