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Maya motion capture
Maya motion capture











Repositioning the mocap skeleton joints has Most joints in the mocap skeleton lie on one of its parent’s local axes, this The mocap skeleton to match that of the target character. Moreover,Ī good majority of the controls require translational information which cannotĬan approximate this translational information by changing the proportions of However, character controls do not usually share

maya motion capture

Mocap skeleton were the joint angles, this would be fine. Likely, these proportions are different than those of the target The mocap skeleton has the proportions and Driving character controls with a skeleton Skeleton will be referred to as the mocap In essence, you (or a script) create a jointįor each locator and connect the joint translation and rotation attributes from Driving a skeleton with mocap dataĭimensions and joint rotations that match those of the locators imported via Locators are all parented under one group, so their arrangement does not The locators represent both the subject’s dimensions With the Maya V-file Reader loaded, import aĪnimated locators, each corresponding to a joint in the subject skeleton. That the reader is familiar with Maya basics and has access to references about Process by the Vicon system and that the character rigs exist in the Maya This guide assumes that the motion capture data used is

maya motion capture

This calls for a transfer between mocap skeletons and character rigs. Skeleton is both tedious and counterintuitive compared to the controlsĪvailable in traditional character rigs. Mocap data is not directly usable for some situations. The motivation behind this is the following. The goal of this guide is to help you bring motion captureĭata into traditional character rigs.

maya motion capture

Using mocap data driven skeletons to drive character controls













Maya motion capture