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How do I assign the bones of Pinocchio in iPi Mocap Studio?
https://forum.ipisoft.com/viewtopic.php?f=2&t=9122
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Author:  alice.de [ Tue Jul 29, 2014 3:03 am ]
Post subject:  How do I assign the bones of Pinocchio in iPi Mocap Studio?

The bones are shoulders, back, hips, head, lthigh, lknee, lankle, lfoot, rthigh, rknee, rankle, rfoot, lshoulder, lelbow, lhand, rshoulder, relbow and rhand, respectively

Quote:
shoulders
back
hips
head
lthigh
lknee
lankle
lfoot
rthigh
rknee
rankle
rfoot
lshoulder
lelbow
lhand
rshoulder
relbow
rhand


Structure:

Image

For some reason, the character stays too big and intersects with itself using the most obvious choices.

Author:  vmaslov [ Tue Jul 29, 2014 3:10 am ]
Post subject:  Re: How do I assign the bones of Pinocchio in iPi Mocap Stud

Can you provide us the character file itself so we can test it?

Author:  alice.de [ Tue Jul 29, 2014 3:13 am ]
Post subject:  Re: How do I assign the bones of Pinocchio in iPi Mocap Stud

Yes.

Attachments:
keks.zip [2.65 MiB]
Downloaded 764 times

Author:  alice.de [ Tue Jul 29, 2014 4:02 am ]
Post subject:  Re: How do I assign the bones of Pinocchio in iPi Mocap Stud

How do I assign the bones of the model I uploaded in iPi Mocap Studio?

Author:  alice.de [ Tue Jul 29, 2014 7:45 am ]
Post subject:  Re: How do I assign the bones of Pinocchio in iPi Mocap Stud

Please reply as I made the effort of preparing and uploading the file.

Author:  vmaslov [ Tue Jul 29, 2014 8:23 am ]
Post subject:  Re: How do I assign the bones of Pinocchio in iPi Mocap Stud

I have checked the file. The best result I could get is attached (retargeting profile for Mocap Studio).
It seems that this rig is not adequate for retargeting in Mocap Studio. The joint structure differs significantly from the model used by Mocap Studio. If you author this character, consider making another rig, with root at hips and connections between joints similar to model in Mocap Studio.
PS. The "l" and "r" prefixes for joint names are confusing, because they reference the opposite side of the character - joints of the right side have prefix "l", and vice versa.

Attachments:
File comment: Retargeting profile
keks.profile.xml.zip [455 Bytes]
Downloaded 741 times

Author:  alice.de [ Tue Jul 29, 2014 8:50 am ]
Post subject:  Re: How do I assign the bones of Pinocchio in iPi Mocap Stud

Thank you.

Author:  Michael Nikonov [ Tue Jul 29, 2014 9:30 am ]
Post subject:  Re: How do I assign the bones of Pinocchio in iPi Mocap Stud

Your keks.fbx character has a very unusual structure with root bone at shoulders. It is impossible to retarget from iPi skeleton. (Default iPi skeleton root bone is hips).

Author:  alice.de [ Tue Jul 29, 2014 9:33 am ]
Post subject:  Re: How do I assign the bones of Pinocchio in iPi Mocap Stud

Michael Nikonov wrote:
Your keks.fbx character has a very unusual structure with root bone at shoulders. It is impossible to retarget from iPi skeleton. (Default iPi skeleton root bone is hips).

Please read http://www.mit.edu/~ibaran/autorig/pinocchio.html for more information.

Author:  alice.de [ Tue Jul 29, 2014 1:38 pm ]
Post subject:  Re: How do I assign the bones of Pinocchio in iPi Mocap Stud

Michael Nikonov wrote:
Your keks.fbx character has a very unusual structure with root bone at shoulders. It is impossible to retarget from iPi skeleton. (Default iPi skeleton root bone is hips).

Given my skeleton, which approach do you suggest to get the best template for ipi desktop?

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