Last week i struggled to get the marker data to transfer quite so cleanly to the skeleton as the first take did. Grant has worked out the system needed and it's slightly different to my own and should speed up my pipeline a hell of a lot.
I'll document it today, there's a couple of key things that need to be remembered to get it to work.
Bring in Grunt to the window. He needs to be in the T pose and just for convenience later on I've renamed his joints and saved him out again so i can easily characterize him for the other takes. Create a Ctrl rig for grunt.
SAVE FOR LATER
In a new file, bring in the motion capture data as before and this time delete everything apart from the label solvers. Use the top node here to rotate the motion capture skeleton to face positive z (important for later).
Then characterize the motion capture skeleton too. I've saved this here in case things go wrong but you can then go on and create a file with the animation in. (File--> Save animation)
Open up the characterized control rigged model again and this time use file and load animation.
Heres the reason you need to make sure they're facing the right way when exporting the animation....
So i have maya ready files for all of the interactions for both the major and minor physical interaction apart from the two extreme fight ones which both go weird in a slightly different way to the bug above... the tell tail mark is that they don't start with their legs crossed or in odd places and its mainly the arms that are going wrong...
Other than that the only ones i have to do now to get the full two sets are the player motion captures. I'll do them once these are cleaned up a little more so i can judge which one will be most suitable. Timing will play a key part in this..
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