Animation glitches in story mode between full frames

Animation glitches in story mode between full frames

Anonymous
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Message 1 of 7

Animation glitches in story mode between full frames

Anonymous
Not applicable

Hi,

I'm working with animations from motion capture. In clean-up stage after plotting character moves to the skeleton and tweaking them with control rig everything runs smoothly. But after activating Story mode there are a lot of glitches in hands legs and generally on whole character. For a milliseconds they randomly change positions in every way.
I was able to find out it's happening only when i have playback without snapping to frames. If i change playback to "Play on frames" and frames are whole numbers everything looks alight. But if "no snap" or "snap on frames" is turned on it immediately starts glitching, because playback doesn't always show animation on full frame but i believe some kind of interpolation between frames.

To make things more complicated after disabling story mode animations works perfectly on every playback mode.

I wonder if going to story mode makes some kind of strange approximation or interpolation which does this effect, or maybe it's some kind of bug? Can I do anything about it? I'm afraid that if in MoBu I have that kind of problems it can propagate to other applications where i want to export animation.

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Message 2 of 7

vdebaie
Advocate
Advocate
Does re-plotting your data (in frames) fix the glitches? If not you could try using filters to fix the data glitches.

https://knowledge.autodesk.com/support/motionbuilder/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU...
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Message 3 of 7

t_m_brunton
Contributor
Contributor

Hi,

 

Resurrecting this thread after encountering the same issues. 

 

Plotting on Frames and running Unroll or Gimbal Killer filters on the FCurves doesn't work. I have this happening on the hips on one take and on the arms in another.

 

I've tried different export options from Shogun, different frame rates, and I still get this issue.

 

Thanks,

 

Tim

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Message 4 of 7

t_m_brunton
Contributor
Contributor

I attach the file in question.

 

What I am doing:

 

1. Play the Take - plays fine

2. Switch to Story and right click --> Insert Current Take

3. Switch Story mode on and scrub through timeline - looks fine

4. Play the clip and the motion glitches

5. Switch to Play on Frames or Snap & Play on Frames and the clip plays fine

6. Delete the clip from Story

7. Select the hips and then in FCurves, select the Rotations - I can see cliffs in the curves

8. Run the Unroll Filter (and / or the Gimbal Killer) on the hips and the curves become contiguous and the cliffs are removed

9. Switch back to Snap on Frames, switch to Story and right click --> Insert Current Take and then play the clip and now the glitches occur later in the take.

 

Is this even something I should worry about, as when it is plotted back to the character it seems ok?

 

My worry is that this is going in to Unreal, so the problem may manifest itself there as well?

 

I remember 3ds Max's Motion Mixer was a 'rough approximation' of the mix and you had to calculate the mix down to see the transitions properly and I'm just wondering if this is something similar?

 

 

 

 

 

 

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Message 5 of 7

t_m_brunton
Contributor
Contributor

And here is a video showing the issue...

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Message 6 of 7

vdebaie
Advocate
Advocate

You're adding your bones into story as a character, there is a difference between skeleton and character/contorl rig. You should try characterizing your skeleton or add them into the story by selecting all of them within the hierarchy and adding them to a generic track within story.

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Message 7 of 7

t_m_brunton
Contributor
Contributor

Thanks for the reply, but I'm not sure I understand.

 

My skeleton is characterised.  

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