I usually start with a.01 to.012 scaling. I havent used Webanimate myself but basically you upload the BVH data and your Light rig to their website, do your retargeting and editing online, and when youre happy with the result you pay to download the FBX.Īs mentioned above, Lightwave now has a few native options for re-targeting and editing mocap.įor the time being, Im sticking with the Motion Builder workflow but I do want to look into these alternative solutions someday. If you dont have Motion Builder, a cost-effective alternative is the web-based Ikinema Webanimate. This has been the traditional workflow and it works like a charm. ![]() Keep this simple though - Usually, leg, r l, arms r l, head and torso are enough to link the magnetism of the bones to specific parts of the mesh. If the mesh isnt distorting properly when you play through the scene you may need to add weight maps to the character associated with specific bones in Modeler. Resting is an essential process which you do - repeat - on frame 0. It should fit as you used it for a reference to manipulate and fix the bones. Locate the root object (usually a null) associated with the bvh skeleton (check the hierarchy in Scene Editor to identify) and with all the bones switched off replace this with your character mesh. ![]() If rotation keyframes are deleted you wont get any movement.
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