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Why does this mocapped Human IK source distort this mesh?

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Message 1 of 2
kathal-2
232 Views, 1 Reply

Why does this mocapped Human IK source distort this mesh?

Hello!

 

I'm trying to use a mocap recording on this character model. Upon importing the mocap armature, I noticed it was facing right, so I rotated it by 90 degrees on the Y axis.

 

I've defined the joints for both of the armatures in the Human IK menu. When I set the character and source, the character mesh rotates out of place, and the fingers appear to stretch into infinity:

 

maya_s0vlrxumxX.png

 

My first thought was that this was caused by the transformations of the mocap armature not being frozen, but when I attempt to do so, I get the following error:

 

// Error: line 0: Freeze Transform was not applied because AR:Hips.translateX has incoming connection.


The node editor looks like this:

 

maya_n1XKhsgIVg.png

Unfortunately, tampering with any connections in the node editor breaks the animation.

 

Another thought is that it may have something do do with this error in the Human IK menu of the mocap armature:

 

"Validation status

The hips don't seem to be facing the positive direction of the Z axis.

The right arm doesn't seem to be parallel to the X axis.

The left arm doesn't seem to be parallel to the X axis."

 

maya_Deib6RMxuC.png

 

Does anyone know what I'm doing wrong? I've attached the .ma file to this post!

 

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Message 2 of 2
magillaGuerilla
in reply to: kathal-2

try importing again with Y axis up in the fbx import settings

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