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View Full Version : rigging for mocap (max or maya)


sabungero
04-30-2008, 12:34 PM
hey guys,if i were to build a rig for mocap,what are the things that i should consider and what is the direction that i should go? i dont find any tutorials online on this subject. i a currently studying the technology,thanks

Illusion-shadow
04-30-2008, 01:44 PM
Why not just use character studio from max? Many mocap software have export character studio's biped. Then you can add additional bone setup like muscle and stuff like that. If you want to get fancy, you can even build a rig and constraint it to the biped and turn off the constraint when you want to do freeform animation.

stewartjones
05-01-2008, 11:15 AM
Motion Builder is your best bet straight out of the box.

As for Max/Maya, Max with it's Biped system is the easiest to go with... Not one of my preferences, but it can work... :cool:

PEN
05-01-2008, 12:43 PM
Personaly I don't like any of those solutions as they all have issues. I'm currently setting up a character for motion capture in Max with a custom rig setup. There are a number of ways of going about transfering the data but they all require you know your way around Max script or Mel for Maya. I prefer to to the conversion stright from the marker data in TRC form as I have more control over the conversion. This does require that you know your matrix math how ever. Another way to go about it is to align an HTR FK rig to your custom rig, place point helpers where your controls are in the custom rig and then link those helpers to the HTR rig. All you need then is a simple script that will pull the transform data off the helpers and apply it to the custom rigs control objects. Use animation layers and you can have the ability to animate on top of the mocap as well.

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