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 Post subject: Daz Michael 4 Acting Up
PostPosted: Tue Apr 05, 2011 5:02 pm 

Joined: Tue Apr 05, 2011 3:03 pm
Posts: 3
I'm pretty new to ipi, so this is likely a user issue. Hoping for some help.

1. I have a 3 camera setup (PS3 Eye)
2. Successfully record the video and align the default 3D character in ipisoft
3. Character rigging seems to move perfectly
4. Assign the Daz Michael 4 Character for exporting the Animation and this is where the troubles happen.

My issue is that the Michael 4 Rig (offset from the default one) has it's chest puffed out. It's very strange, the standard rigging is near perfect, but the M4 looks like a superhero just before his chest bursts a few buttons on his shirt.

Has anyone else experienced this and solved this issue? Let me know.

Thanks


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PostPosted: Wed Apr 06, 2011 12:35 pm 

Joined: Tue Apr 05, 2011 3:03 pm
Posts: 3
To further clarify, I've created an image showing the two skeletons side-by-side - iPi's native bones and my imported Michael 4. As you can see in the comparison the bones for Michael 4 have the abdomen/chest bowing outwards, as if he's puffing out his chest. This bad posture looks even worse when I apply the exported BVH on my Michael 4 character in DAZ Studio.Image


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PostPosted: Wed Apr 06, 2011 4:13 pm 

Joined: Mon Aug 03, 2009 1:34 pm
Posts: 2423
Location: Los Angeles
I'm fairly new to this too so this is just a guess, but maybe the joints in the M4 spine are not fully zeroed out in the T-Pose? It looks like there is a slight rotational offset occurring.

Hopefully somebody with more experience will weigh in soon.

G.

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PostPosted: Wed Apr 06, 2011 10:12 pm 

Joined: Tue Apr 05, 2011 3:03 pm
Posts: 3
Greenlaw - Thanks for dropping the idea. I had wondered that too. I did, however, already dispel that idea prior to posting here. I generated a second "t-pose" BVH of Michael 4 from DAZ - taking the extra step of checking the rotation parameters on each joint. Everything is set at zero when I export as BVH. Always the same result. Would love to hear if anyone else with DAZ gets this same result when they try.


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PostPosted: Thu Apr 07, 2011 10:40 am 
iPi Soft

Joined: Tue Mar 31, 2009 9:13 pm
Posts: 805
I think this strange "default" spine pose is the way Michael4 model is created by DAZ3D. I did not realize there was a problem until you pointed out to it.

The workaround is to edit the first frame of BVH file with Michael4 model to make spine look more natural in default pose. You can use DAZ3D or BVHacker ( http://www.bvhacker.com ) to edit the pose but this may end up to be a trial-and-error process. When you use "Import target character" menu item, iPiStudio treats the first frame of imported BVH as T-pose. So by editing the first frame you can adjust motion transfer.

We will talk to DAZ about this problem but coming up with a more graceful solution may take much time (as usual with this kind of integration issues).


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PostPosted: Tue Apr 19, 2011 9:25 pm 

Joined: Mon Oct 12, 2009 4:39 am
Posts: 84
When you export Micheal 4's bvh, if you are using Poser, disable all IKs.

I dont have problem with my M4.


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