View Full Version : Clip Baking...
smoluck 02-16-2009, 11:39 AM Clip Baking & MoCap animation curve cleaning
Hello everyone.
I'm currently at work on an animation. I've import an animation to a standar human skeleton from MoCap data. So I got many attribute key's at every frame.
My skeleton got good animation, but I wanted to bake it's own animation key for all the hierarchy to another Skeleton that got different proportion but same hierarchy.
http://skeeter.mot.free.fr/cgtalkupload/AnimationClip/AnimHierarchy.jpg
How do I bake to a clip the animation from the MoCaped skeleton to the new one ?
And how can I clean my animation curves from linear frame by frame key animation to a soft bezier keyframe animation that could be more accurate in order to edit.
http://skeeter.mot.free.fr/cgtalkupload/AnimationClip/AnimCurve.jpg
EDIT: At this time I'm searching some solution in order to clean the curve data. I can't edit that curve cause it's a frame by frame key, not interpolated Bezier Curve.
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smoluck
02-17-2009, 08:13 AM
OK
After a Trash Post (Fu..... internet connection) I send you my process that I've experiment.
1 _ First You'll need to create a same joint hierarchy as the Source_SK (skeleton) that got the MoCaped animation keys. I will name that one Target_SK.
2 _ So as there is the same number of joint and wordlist as the Source_SK. There is just a difference on the root joint name. Source_SK = Target_SK
3 _ I can now create CharcterSet (CS) for that SK hierarchy: CS_Source_SK for the Source_SK and CS_target_SK for the Target_SK. Ayou create the CS, you'll need to check the box (Include Hierarchy Below Selected Node) in order to create attribute for all the child joint of that SK.
http://skeeter.mot.free.fr/cgtalkupload/AnimationClip/AnimCS_3.jpg
4 _ Now you can activate CS_Source_SK in the Range Slider (bottom right corner of the Maya UI you'll find a little down arrow). The "No Character Set" will now changed to Red color with "CS_Source_SK" name. You can notice that you can see now many key in the time line.
http://skeeter.mot.free.fr/cgtalkupload/AnimationClip/AnimCS_1.jpg
5 _ Under Animation<Character<Character Mapper, we will link Joint (sort of link but just a look into joint atribute) from the CS_Source_SK --> to --> CS_Target_SK. Select Head Joint from source and Head Joint from target then clic Map. Do that for all that hierarchy.
http://skeeter.mot.free.fr/cgtalkupload/AnimationClip/AnimCS_4.jpg
http://skeeter.mot.free.fr/cgtalkupload/AnimationClip/AnimCS_5.jpg
6 _ Now Select the CD_Source_SK in your Outliner and open the tool Animate<Create Clip (Check the checkbox in order to include Subcharacters in Clip).
http://skeeter.mot.free.fr/cgtalkupload/AnimationClip/AnimCS_6.jpg
7 _ Open the Trax Editor (under Window<Animation Editors).
http://skeeter.mot.free.fr/cgtalkupload/AnimationClip/AnimCS_2.jpg
http://skeeter.mot.free.fr/cgtalkupload/AnimationClip/AnimCS_7.jpg
(If you can't see tour CharcacterSet check the "plus skeleton" icon in the Red circle.)
http://skeeter.mot.free.fr/cgtalkupload/AnimationClip/AnimCS_8.jpg
Copy the Clip from CS_Source_SK by right clic on the range box and select Copy clip. Then Paste it on the CS_Target_SK range box.
8 _ Now switch to your new animated CS_Target_SK in the range slider.
"Voilą"
Your Target skeleton now got his new animation from the MoCaped skeleton
underearth
02-21-2009, 05:44 AM
just a qucik take,
you could have also used animExport and reimpoted on your namespaced skeleton..
i mean export anim from your moCap skeleton and reimport on your target Skeleton ( having namespace to avoid duplicate names)
what you say??
am i missing something.. does your method take care if target and base skeleton has different propotions..
i think with anim import export on different propotion skeleton.. animation should screwed up...
thanks
sunnyC.
smoluck
02-23-2009, 07:49 AM
just a qucik take,
you could have also used animExport and reimpoted on your namespaced skeleton..
i mean export anim from your moCap skeleton and reimport on your target Skeleton ( having namespace to avoid duplicate names)
what you say??
am i missing something.. does your method take care if target and base skeleton has different propotions..
i think with anim import export on different propotion skeleton.. animation should screwed up...
thanks
sunnyC.
At this time I do not take care about proportion... that's just a test !!
I need to tweak the proportion inside of Lifeform and offset some rotate animation curve in Maya to prevent disproportionned error.
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02-23-2009, 07:49 AM
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