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 Post subject: Toe Integration
PostPosted: Wed Jul 16, 2014 5:57 am 

Joined: Wed Jul 16, 2014 5:50 am
Posts: 2
Hi there!

I followed your tutorials for 3ds Max, but I´m having issues loading the Mocap File to my biped.

my steps:

1. Create a dummy Biped, import Mocap Data.
2. Save BiP file.
3. Load BiP into my Biped.
4. Go to Figure mode and load default figure for that Biped.

The problem is, that I modified my Biped rig: I added toe bones and some extra Ponytail Bones to control the eyes.
The result: Those bones are beeing deleted from my skinned mesh!

Any idea whats going on here or how to fix this?


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 Post subject: Re: Toe Integration
PostPosted: Fri Jul 18, 2014 9:16 am 
iPi Soft

Joined: Thu Apr 09, 2009 6:44 am
Posts: 203
Hello,
the correct pipeline is the following:
1. Save your customized Biped to BVH or FBX. T-pose should be in the first frame.
2. Load this file (BVH or FBX) into iPi Studio. Tracked motions will be transferred to your Biped. You may need to assign bone mappings on the Export tab for motion transfer to work correctly.
3. Export animation to the same format you used for import.
Here's the link to User manual:
http://wiki.ipisoft.com/Animation_expor ... ustom_Rigs

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iPi Soft


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 Post subject: Re: Toe Integration
PostPosted: Fri Jul 18, 2014 12:48 pm 

Joined: Wed Jul 16, 2014 5:50 am
Posts: 2
Thanks, I didn´t do the MoCap, so I didn´t know that was an option.
Already found a workaround though: Instead of loading the bvh onto a dummy biped, I loaded it directly onto my custom biped, switched to figure mode and back and there it was...

Shoulders still are getting messed up (rotatet back 20°), I already read somewhere about that issue, has that been fixed or is your suggested workflow taking care of that?


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 Post subject: Re: Toe Integration
PostPosted: Sat Jul 19, 2014 6:35 am 
iPi Soft

Joined: Thu Apr 09, 2009 6:44 am
Posts: 203
Our motion transfer works only for motions tracked with iPi Studio. So it transfers motions only from iPi internal rig to loaded rig.

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