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| Help - Newbie :) - XNA Avatar Animation Rigging https://forum.ipisoft.com/viewtopic.php?f=2&t=5646 |
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| Author: | -=Magic=- [ Sun Dec 04, 2011 3:30 pm ] |
| Post subject: | Help - Newbie :) - XNA Avatar Animation Rigging |
Hi to all, I've a problem with the animation of an avatar. I would like to build an FBX which I should use for animatin xbox's avatar. The avatar models can be downloaded here: http://create.msdn.com/en-US/education/ ... mation_rig I use the maya version. After I loaded the model, I exported it as FBX. I recorded the animation with IPrecorder and a Kinect camera, and then I used IPstudio. and here I got the first problem. after I selected the "region of interest", I imported the target character. I used the exported FBX, and I binded the default bones of the IPstudio with the ones of the character. First note: the source bone are less than the one of the character. an xbox avatar has 71 bones. and the fbx that I should import in an XNA project must have all the 71 bones defined. After I export the fbx animation from IPstudio, I lose all the bones that aren't in the source bone list. and the bones are stored with a different name. so, I can't use the fbx from ipstudio as it is. I think that it should be useful if before the export, I may choice to preserve the name (and the count) of the bones from the target character instead of the ipi:hip, ipi:chest and so on.... but now is where I'm stuck. how I merge the exported animation from IPStudio, with the avatar character so to have a right fbx? I tryed to import the exported fbx into maya, on a scene where the avatar character is loaded, but I don't understand how to map the animation over the avatar, so when I press play.. the avatar will perform the animation (now, if I press play, is the skeleton of the imported animation that moves itself). when I export the animation from ipstudio, I check the "export t-pos as first frame", but when imported into maya, not always I see the t-pose. usually the imported animation start at the first frame of the animation, and when the skeleton appears on t-pose, it is centered on the wrong place (the center is the hip, instead of the foots). I use maya 2012 (and I'm a beginner, as you have understand :) ) |
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| Author: | mrbones [ Tue Dec 06, 2011 11:16 am ] |
| Post subject: | Re: Help - Newbie :) - XNA Avatar Animation Rigging |
Hi, I will need to look at your FBX character. Please send/. truebones@gmail.com Thanks and Cheers |
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| Author: | peterson99 [ Mon Jul 23, 2012 10:57 pm ] |
| Post subject: | Re: Help - Newbie :) - XNA Avatar Animation Rigging |
The avtar model site is not responding.. plz post the new link so that we can solve your query . Animation Companies Animation Studios in Delhi |
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