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PostPosted: Fri Mar 01, 2013 8:49 am 

Joined: Fri Oct 30, 2009 9:49 pm
Posts: 21
Location: São Paulo - Brazil
Hello all greetings from Brazil :)

None of the mocap are exporting Head - flexible spine or fingers to Iclone. Even if I use 3dxchange 5.
Can any one help me on that?

A wish:

I wish IPI studio would have key frames to anchor or set free the foot - The conditions to not have yellow around the foot are quite a variable of place and time
for me. Any comments ?

Thanks a lot
Natofor (Toby)


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PostPosted: Fri Mar 01, 2013 8:57 am 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
natofor wrote:
I wish IPI studio would have key frames to anchor or set free the foot - The conditions to not have yellow around the foot are quite a variable of place and time
for me. Any comments ?

Yes. In Motion Builder, you would select the bone and create and effector at that location. Then you can envelope a rotation and/or positional constraint. It would be great if iPi Mocap Studio had a similar feature.

In the meantime, here's what I do: depending on the action, apply different Jitter Removal Settings for the legs. For example, in the frame range where the character is standing still, I use a very high JR setting for both legs--but when the character is stepping, walking, jumping or running, I use a much lower JR setting for the moving leg(s). Remember to 'touch' Trajectory Filtering after you've run multiple Jitter Removal passes--this helps smooth the transition between different settings.

G.

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PostPosted: Fri Mar 01, 2013 4:11 pm 

Joined: Fri Oct 30, 2009 9:49 pm
Posts: 21
Location: São Paulo - Brazil
I wish IPI studio would have key frames to anchor or set free the foot - The conditions to not have yellow around the foot are quite a variable of place and time
for me. Any comments ?
Yes. In Motion Builder, you would select the bone and create and effector at that location. Then you can envelope a rotation and/or positional constraint. It would be great if iPi Mocap Studio had a similar feature.

Greenlaw wrote:
In the meantime, here's what I do: depending on the action, apply different Jitter Removal Settings for the legs. For example, in the frame range where the character is standing still, I use a very high JR setting for both legs--but when the character is stepping, walking, jumping or running, I use a much lower JR setting for the moving leg(s). Remember to 'touch' Trajectory Filtering after you've run multiple Jitter Removal passes--this helps smooth the transition between different settings.


Thanks a lot, as always you are of great help. :)

Toby (natofor)


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