HIK: built in way to drive non-matching joint axis ?

HIK: built in way to drive non-matching joint axis ?

stephenkmann
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HIK: built in way to drive non-matching joint axis ?

stephenkmann
Collaborator
Collaborator

Before I go down the rabbit hole of fixing this. 

Is there a built in way in Maya to take a mocapped rig ( rokoko) and have it drive a similar custom skeleton, where the joints all match position and orientation. but have different joint axis? 

 

ie:  the rokoko mocap has most of its joint axis oriented to world space. while the custom skeleton has all X aligned joints with  so like the custom hips are worldspace X up  and Z side and Y forward, while the rokoko hips are Yup, X side, and Z fwd)  

 

I usually don't use HIK and would just solved this with constraints. but I'm assuming there is a built in way in HIK to account for this

 

rokoo_HIK.jpg

 

thanks

-=s

 

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hamsterHamster
Advisor
Advisor

Judginf from your screenshot, Rokoko's seems to be with frozen joint orients (all aligned to world), while "typical maya" has x-down orientation for the left side and mirrored behavior for the right.

Afaik, on defining character, it reads the joint orients and takes them in account when transferring mocap data to those.


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stephenkmann
Collaborator
Collaborator

yeah, It's supposed to compensate. .but for some reason on this rig / mocap.. it's not..   

 

I was able to solve it temporarily with an intermediate rig  that was parentConstrained to the rokoko rig. 

baking that out. and then using that to drive the other rig.   

 

I'll keep digging

 

 

 

 

 

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