|Ipisoft, Maya and Daz3D issues
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|Author:||jmd87 [ Tue Jan 12, 2016 10:40 am ]|
|Post subject:||Ipisoft, Maya and Daz3D issues|
I've started using the IPISoft Mocap studio and recorded some capture and cleaned it up etc. I then import it into Maya via FBX and the skeleton plays back fine. I then have a model from Daz3D just a basic genesis 2 model with their default Joing Rig setup and import that into Maya. I then setup the re-targeting so that my IPIsoft skeleton plays the Daz3D skeleton but I'm running into a problem.
The skeleton from Ipisoft still plays back fine but the skeleton from Daz3D plays back but the it seems like the the Daz Rig is overshooting. For example if I hold my hand out infront of me straight the IPIsoft rig will be fine but the daz rig will be higher.
Is anyone able to give any advice please as im pulling my hair out. I've tried a fair few things but just can't seem to get it. I feel I am so close but its just that last 5%!
|Author:||Snapz [ Thu Jan 14, 2016 2:46 pm ]|
|Post subject:||Re: Ipisoft, Maya and Daz3D issues|
I take it you are characterizing the skeletons at the same height and in a very close T-Pose? This will help for accuracy, if your not doing that.
If you are just having issues with one piece of the iPi animation, just use an adjustment layer to correct it.
If its off all the way through the sequence, and you did characterize it properly, then use a Global change on the 1st frame in an adjustment layer, this will then maintain however you set the particular bone throughout the timeline, you must leave it on the adjustment layer when viewing until you plot all corrections made to the skeleton back to the base layer.
I am not familiar with Daz characters, but they are basically the same as iClone characters, just different bone naming convention I believe.
Kind of hard to know exactly what you are saying without seeing it, maybe upload a short video to YouTube and put link here to view.
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