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danb
07-20-2008, 12:08 PM
Can VAMP copy claude bonet maps from bones over to c4d's joints effectively? Are there any issues with polygon count between transferring claude bonet maps from one character over to a different character which has joints, using VAMP?

Can weight maps from a CB bone weighted character be transferred to a character which has joints plus morphs, and/or morph rigging applied? If not is there a way to setup external morphs to be used in a stop staring configuration on a character that has been "VAMPED".

Cool name btw. Isn't that the name they gave the disappearing effect of that character in x-men?

Per-Anders
07-20-2008, 07:50 PM
VAMP can copy the weights from one mesh to another irregardless of polycount, however there is no support for Claude Bonet on the old bones system, only joints and their weighting, also it's important to understand that it's transfering the weights not the joints themselves, so it's more for remapping the same joints between e.g. low/high res meshes, as the same joints will control both weightmaps on both meshes.

danb
07-20-2008, 08:15 PM
Ok thanks, i see how that works better now.

So besides using an elaborate constraint setup, do you have any ideas that may enable a motion builder imported bone rig to drive a joint rig? I'm still using bones because there use to be problems with .fbx joint import.

LucentDreams
07-20-2008, 08:28 PM
Converting to joints, or motion retargetting, or posemixer.

danb
07-20-2008, 10:37 PM
Ok thanks kai, i'll look into that. Do you have much experience with mocap, c4d and joints?

LucentDreams
07-21-2008, 12:01 AM
only recent from helping someone else with theirs but I"m not a fan of mocap so i don't perosnally plan or intend on learning how to use it.

Having said that, both posemixer and Motion retargetting in 10.5 work fine for transferring the animation from a bone based skeleton to a joint based one. Be very very careful int he setup of your skeleton and organization of your hierarchies. one badly twisted joint between your bone version and your joint version will cause all sorts of headcaches.

Also the better of a T pose you have can at the first frame of your mocap the easier life can be to problem solve in cinema after importing the mocap. if All else fails you can retarget and use the set pose command in the weight tag to match the starting tpose of the mocap to the mesh as a last resort.

danb
07-21-2008, 12:49 AM
Ok thanks again, many things to try.

ChrisCousins
07-21-2008, 06:36 AM
Ok thanks kai, i'll look into that. Do you have much experience with mocap, c4d and joints?

Hey danb - I had a job where this was needed, it's problematic in Cinema. The retargeting tag assumes the structure, position and hierarchy of your rig and the mocap data is the same ie the same number of joints for fingers, toes, spine etc in the same order. It has no 'ignore' options. The best way I found was to use the T-Pose from the imported .fbx itself and fit your character around this.

LucentDreams
07-21-2008, 06:53 AM
Hey danb - I had a job where this was needed, it's problematic in Cinema. The retargeting tag assumes the structure, position and hierarchy of your rig and the mocap data is the same ie the same number of joints for fingers, toes, spine etc in the same order. It has no 'ignore' options. The best way I found was to use the T-Pose from the imported .fbx itself and fit your character around this.

Sure it does. Simply use names. If your two skeletons have identical names then it only retargets the matching names, what did you think the "use hierarchy instead of names" check box was for. In every apps retargetting system they use either names or a secondary label for this kind of non identical matching.

You can match a 3 joint spine to a 38 joint spine easily, just make sure the 3 specific joints you'd like to retarget to in the 28 joint hierarchy have the same names as the originals 3 names.

Sammer
07-21-2008, 07:36 AM
Hey Dan,

I'm still on the project that prevented me from helping with the chanllenge but do have some free time over the next couple of days if I can be of any help.

ChrisCousins
07-21-2008, 08:55 AM
Sure it does. Simply use names...

Oops, quite right, my memory playing tricks. Apologies for the misleading info...

danb
07-21-2008, 11:55 AM
Sure it does. Simply use names. If your two skeletons have identical names then it only retargets the matching names, what did you think the "use hierarchy instead of names" check box was for. In every apps retargetting system they use either names or a secondary label for this kind of non identical matching.

You can match a 3 joint spine to a 38 joint spine easily, just make sure the 3 specific joints you'd like to retarget to in the 28 joint hierarchy have the same names as the originals 3 names.

Good to know. Thanks again.

Hey Sammer - This is actually only for a proposal at the moment. My original proposal is to just use bones, but i want to be prepared for anything, so i'm asking advice about joints just in case, but i'll keep you in mind if "stuff" hits the fan. :) Thanks.

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