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View Full Version : regarding the Scale of characters, does it matters?


OniShinobi
11-11-2007, 10:12 AM
I used Vicon system to capture the motions, and after the mocap data cleanup, it was imported into MotionBuilder. My characters was modeled in Maya. My mocap actor was around 170cm tall,
and my maya character was 22 maya units tall, or 22cm i believe.

The maya character was cartoony, he had hands that are just able to do a clap and with the similar length and proportions for the legs are well. It had very big heads that’s 1/3 of the entire character’s height.

So, does the scaling matters? Or is it the character’s proportion?

Concerns are some IK flipping when the actions have been mapped to the Character, inside the MotionBuilder. The actions when mapped with Actor have no flip, but when the data gets transferred into the 22cm character, there are some parts inwhich the joints flipped or go alittle haywire.

Things like the knee joints overly-rotated such that it such that the legs actually go through the character, resulting in flippings.

There was no sliding in the actions of the characters. But i do wonder if theres any other issues regarding now scaling the characters to the actor's size.


I was thinking, even if i scale the character like, 8times to fit the actual Actor’s height, wouldn’t it be the same as well? since the Character has such a cartoony proportion. Does the scale of the Character affects the transferred motion?


Thanks for viewing, please do post your views and thoughts^^

bclark
11-11-2007, 07:44 PM
for doing the targeting of the motion to your chracter, scale up the chracter how ever you need to get the overall proportions for chracter as close as you can, then see what is still needing tweaks, adjust the offests on the chracter mapping and also turn off the pull settings on the arms and set the reach T to 0 but set the elbow reach r on, this will help keep the arms mapped but let the source motion slide underneeth it with out adding poping .. all that can be key so if you realy need his hands to match up just keyframe the reach for those times it is needed..

after you plot, set the chracter scale back to 1,1,1 and edit away.

also note with the fliping that both chracters start in the best matching tstace as posible, rotate up the target chracters arms and legs and feet etc to get a good solid match , then chracterize the chracter or it will not beable to retarget correctly.

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11-11-2007, 07:44 PM
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