Hi to all,
I've a problem with the animation of an avatar.
I would like to build an FBX which I should use for animatin xbox's avatar.
The avatar models can be downloaded here:
http://create.msdn.com/en-US/education/ ... mation_rigI use the maya version.
After I loaded the model, I exported it as FBX.
I recorded the animation with IPrecorder and a Kinect camera, and then I used IPstudio.
and here I got the first problem.
after I selected the "region of interest", I imported the target character. I used the exported FBX, and I binded the default bones of the IPstudio with the ones of the character.
First note: the source bone are less than the one of the character. an xbox avatar has 71 bones. and the fbx that I should import in an XNA project must have all the 71 bones defined.
After I export the fbx animation from IPstudio, I lose all the bones that aren't in the source bone list. and the bones are stored with a different name.
so, I can't use the fbx from ipstudio as it is.
I think that it should be useful if before the export, I may choice to preserve the name (and the count) of the bones from the target character instead of the ipi:hip, ipi:chest and so on....
but now is where I'm stuck.
how I merge the exported animation from IPStudio, with the avatar character so to have a right fbx?
I tryed to import the exported fbx into maya, on a scene where the avatar character is loaded, but I don't understand how to map the animation over the avatar, so when I press play.. the avatar will perform the animation (now, if I press play, is the skeleton of the imported animation that moves itself).
when I export the animation from ipstudio, I check the "export t-pos as first frame", but when imported into maya, not always I see the t-pose. usually the imported animation start at the first frame of the animation, and when the skeleton appears on t-pose, it is centered on the wrong place (the center is the hip, instead of the foots).
I use maya 2012 (and I'm a beginner, as you have understand :) )