Hey guys, I'm currently working on a character project and as part of the outcome of the project I wanted to have motion capture from Mixamo applied. My first method was to build a rig of my own in my character, very standard bones etc. Then bring in the motion capture rig, set up HumanIK's for them both and make my rig…
Doing this is still giving me the same issue but the model is lower down. It seems to just randomly horribly rotate the pelvis and neck when the joints on both rigs are in the same orientation to begin with. Also another thing I've noticed that is wrong but might correct itself when I figure out what is happening here is…
Thank you very much for the help! It appeared to be working better as when telling HumanIK which bone was which, everything was lit up green, with no yellow caution triangle saying the arms were not completely flat to the x axis. However when telling my character rig to follow the mo-cap data rig, this happened: The…
Ok so getting annoyed with it not working I decided to start a new scene, and only bring in the motion capture file. I then did all the past stuff of making frame -1 the T-pose using the 0-ing method you just showed me. I then duplicated the skeleton, which keeps no animation data from it when doing so. I did not scale or…
No this is for Maya and renders. It all needs to be working through Maya. Although I have experience doing similar stuff for UDK but mostly required me to build my character to the rig all of the animations were on instead of trying to re-target like this.
I eventually figured this out but now have another question regarding my motion capture. How do I change limb length on my motion capture rig and make sure it always stays that new length throughout the animation? Is this even possible?
You could simply try to scale your limbs, since I assume the scales are not keyed. Keep "Segment scale compensate" on the joints in mind. It would be cleaner to move the limbs into the new length. Even if translations are keyed, the animation should be static on mocap skeletons, so you can delete the keys, and modify the…
Hey Ricky! i'am very familiar with this workflow and I think I can help you. Using humanIk is pretty much straight forward. The first thing to know is that humanIK is designed to work with T-pose skeletons. So, grab your mocap data and put in a Tpose. How? Easy! First, select your Root joint of the mocap. Then, select the…
Any luck or insight into this issue? Did I simply just set the whole thing up wrong? Is there a trick I can do to the rig of the mo-cap data or something to make it work properly?
Ok thank you very much :) I used a duplicate of the mo-cap skeleton to try and make sure the source would match the target because when I tried this process with my own skeleton it failed to work even more for me :( Looking forward to your reply, and thanks again for this!