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Working with maya
https://forum.ipisoft.com/viewtopic.php?f=13&t=9165
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Author:  knack [ Sun Sep 21, 2014 4:37 pm ]
Post subject:  Working with maya

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.

Author:  vmaslov [ Mon Sep 22, 2014 12:47 am ]
Post subject:  Re: Working with maya

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.

Author:  knack [ Thu Sep 25, 2014 3:09 am ]
Post subject:  Re: Working with maya

ok if i understand right at export i can change example LHAND to L_HAND right?

Author:  vmaslov [ Thu Sep 25, 2014 3:33 am ]
Post subject:  Re: Working with maya

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.

Author:  knack [ Fri Oct 24, 2014 2:21 am ]
Post subject:  Re: Working with maya

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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