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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 :) )

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

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 .
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