here's a question about mocap data and biped, I've never used any mocap data before but I've got some and I'd like to try it out. The example provided with the package has a very complex rig, mainly with twist links in the rig, how important is it to retain the exact same rig from the example to my own work? Do I have to use the same rig or can I simplify the biped from 3 twist links in the arms to 1?
using max 8 of course.
Replies
Takes some finesse to import raw data, been awhile since I had to do it. You use biped's FIG format to control how the motion is translated to your rig. It doesn't work great with extreme changes between captured structure vs. custom structure, like human bone lengths into extreme character lengths. You'll also need to generate footsteps to re-lock the feet, otherwise they'll slide around.
You might get some interpenetration and such, like if the character has a big belly but the mocap performer didn't.
Saved the biped .fig file
went to import mocap data .bvh file.
added under talent definition > figure structure my .fig file
And it throws up an error saying the structure in the bvh does not match the structure of the figure and refuses to import the mocap data.
Is this the proper way of attempting it or is there another method (one that works :P)
thanks.
1. character studio:
2. File Formats and Index of Procedures
3. Procedures
4. To import a motion-capture file
edit:
I just tried this method:
bring in my biped as a temp, load the raw mocap data, save to bip, load my rig again, and reimport the bip to the scene... seems to use the proportions now
OK, yeah, here it is...
[ QUOTE ]
Tip: Use a biped that does not have a mesh attached to it with Physique. Import motion-capture data with the idea of then saving a BIP file that can be used for any character. If skeletal scale information is loaded from a motion-capture file, a mesh with the Physique modifier applied might deform unnaturally.
[/ QUOTE ]
Either can be used, depending on what your game exporter supports. Good luck!
Using skin with biped on max 8.
edit:
I will also add that the light bulb is ON in the modifier stack before anyone thinks I hit that accidentally
there was a sub object mode selected underneath in editable poly.... apparently you have to exit out of it by clicking 6 or just select the top of the edit poly stack... then close it and go back up to skin. wtf o_o
thanks for the help I'm still wtfing over it though.