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| Motion Transfer to a not-zerorotation-Tpose-Skeleton https://forum.ipisoft.com/viewtopic.php?f=2&t=9186 |
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| Author: | Jupsii [ Fri Oct 31, 2014 2:29 pm ] |
| Post subject: | Motion Transfer to a not-zerorotation-Tpose-Skeleton |
Hey, i'm new to motion capture, just bought a kinect and made my first tries. Im working with Motionbuilder 2013 from Autodesk and trying to apply the bvh file to my custom skeleton.. but i got troubles :( The Skeleton from my movers doesnt have a 0Rotation-Tpose so its been a custom and its like head has rotation 90x 0y 90z for tPose i cant figure out how to apply the iPi Bones to my custom, if i charactize my bones it will fuck up a lot Please help me :( |
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| Author: | siragin [ Mon Nov 03, 2014 7:26 am ] |
| Post subject: | Re: Motion Transfer to a not-zerorotation-Tpose-Skeleton |
You will have to place your custom character in the same initial pose as the bvh so the movements will match correctly. If you do not match there pose then every movement will have an offset between the angle of your custom character and the bvh skeleton. |
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| Author: | Snapz [ Mon Nov 03, 2014 8:38 am ] |
| Post subject: | Re: Motion Transfer to a not-zerorotation-Tpose-Skeleton |
I dont know how experienced you are with MoBu, but... As said, realign your custom character to the bvh files 1st frame pose, but may fail due to MoBu wanting a T-Pose to re-define your characters skeleton to. More effective is to export out of iPi with T-Pose in first frame or do a T-Pose in your video first, then, move your characters pose to the T pose of the bvh in first frame. and re-define its skeleton in MoBu as normal to match bvh files (MoBu) naming convention, if wasnt a MoBu named rig on your custom character. Then, in 2nd frame the character will snap to the files 1st pose of animation. (if exported with T-Pose in first frame out of iPi was used). You should try to use a MoBu naming convention on your custom characters, (if that is your editing program of choice), and perform a T-Pose or export one out of iPi in first frame to make things easier though. You can cut the frames for the T-Pose later on in MoBu for export out. There is no way not to re-define your skeleton of your custom character in MoBu and it work right without using a control rig on it and thats no longer really a standard practice. Use of Kinect will not create the best captures, especially on more complex movements, so a lot of foot slide will happen and more clean-up will be required! |
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| Author: | Jupsii [ Tue Nov 04, 2014 9:02 am ] |
| Post subject: | Re: Motion Transfer to a not-zerorotation-Tpose-Skeleton |
Yeah my experience with MoBu ist not really much.. I can give you some screens to show you what i mean ![]() ![]() ![]() ![]() So one screen is charactirized in T-Pose an second screen is when i choose character 1(BVH IpI fie ) as Source for this character and set to active |
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| Author: | Snapz [ Tue Nov 04, 2014 1:45 pm ] |
| Post subject: | Re: Motion Transfer to a not-zerorotation-Tpose-Skeleton |
Well... I really can't make much out of those screen shots. Are you defining your custom skeleton to the iPi T-Pose? This must be done, if MoBu doesn't align to all green in the defining window, it won't let you proceed anyway. I think you are going about it wrong, haha, you probably say... obviously :) If you are trying to add the tutorial characterization and drop it on your character, that's not the way to go about things, it can be done, but its the long way around and bone retargeting will still be an issue for your custom rig. You must click on each bone of your custom rig and the define it to the skeleton by clicking the corresponding bone in the skeleton view port. You may want to watch some videos on youtube for Motion Builder importing Mocap files to get a better working idea. iPi's exported files work just fine when imported to MoBu correctly. Hope you can work it out. |
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