![]() You can make a real animation rig, splineIK spine controls, IK/FK switching etc as long as you can connect all these controls back to the kinect rig. In the example of IK/FK switching, just make sure both controls are connected, so the IK hand can be parent constrained to the kinect hand and the FK arm controls are orient constrained to the kinect rig. Remember you need these connected, not parented because in the end the animation curves need to be in the same space as the animation rig. ![]() ![]() Once you have that set up, any motion you capture and put on the kinect rig will drive the animation rig. From here you need a way to transfer that driven animation onto a clean version of the animation rig. ![]() Depending on your software you could script something or perhaps simply bake it out and save the new animations curves. Once it's all been transferred, you have a motion capture motion on a real animation rig which you can now fix and add all the extra's like finger animation etc. I've done this many times in maya through script to automate the export of animation data, but a similar method should be possible in most 3D animation software. None of us have ever learned how to animate things by hand, so obviously we are pretty bad at it We have been using Motion Capture data since quite some while now and we are more than satisfied. #Ipi mocap studio error tracking must be completed how to# ![]()
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