Character and Source mismatch

Character and Source mismatch

Anonymous
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Message 1 of 3

Character and Source mismatch

Anonymous
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Hello!

 

I need to map an animation performed by a mocap skeleton on to a 3D character.

 

The problem is that when setting up the mocap skeleton as a source of the 3D character, there is a slight distortion of the animation, e.g. there is an offset in the angle of the 3D character arms compared to the arms of the mocap skeleton. I’ve attached an image to better illustrate what I mean.

mocap.jpg

 

I’m relatively new to MB so it’s quite likely that the problem is caused by something trivial. Any assistance would be hugely appreciated.

Many thanks

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Message 2 of 3

Anonymous
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Accepted solution

Hi,

 

Are your characters in T-Pose when you characterized them ?

Message 3 of 3

Anonymous
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Hey, thanks a lot for the reply! Both the skeleton and the 3D model were in T-pose when characterized. I did however notice that the skeleton did not extend its arms out perfectly horizontally. I tried to fix that by manually editing values of the bones in the properties panel before characterizing the skeleton again and the animation is now definitely much more accurate than it was before. There is still a mild offset here and there, but I can live with that.

 

I guess I'll have to manually optimize all my mocap data before characterizing, since it's probably not physiologically possible for a human actor to perform a geometrically perfect T pose.

 

Anyway, thanks a lot for your help, it's much appreciated!