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SideEffectt
07-31-2009, 05:57 AM
Hi
I'm very new to rigging and could use a little direction.

Right now I've got a copy of my FK rig following a biped with a motion capture animation loaded using orientation constraints.

Now I'm trying to figure out a way to bake the animation from that copied rig to my original rig so I can mess with it using animation layers and my control objects.

Is this possible to do? I don't have any scripting knowledge, I only know basic stuff with wire parameters haha.

I did find this thread in my searches
http://forums.cgsociety.org/showthread.php?f=54&t=554036&highlight=bake
and Paul mentions this:
The second method is to bake the animation over from the point helpers to the animation rig. Select all the point helpers that you created and linked to the mocap rig and do a save animation on them and turn on world transforms when you do it so that it saves a key for every frame. Now load that animation back onto the controls for the animation rig. If the two are named similarly it will do the mapping for you. You could also script this very easily. Now you can delete the mocap rig from the scene.

This seems like what I want to do but I get lost when he says do to a save animation on them. Do you mean Animation>Save Animation? (Max 2010)

I don't see anything that says "turn on world transforms". Maybe this is from an older version and renamed recently?

I'd really appreciate any help on this.

Thanks
Jesse

SideEffectt
07-31-2009, 05:07 PM
Whoops I actually figured this out last night while I was in bed. I had to get up and try it haha.

Here's how to do it for anyone else that has this problem:

1. When you do "Save Animation" check "Animated Tracks", "Include Constraints", "Segment" (put in the time segment you want exported), and "Key Per Frame".

2. Now select your main rigs controls and "Load Animation"

3. Hit Edit Mapping. Under the "Motion Mapping Parameters" "Filters:" filter everything but "Expose World Transforms". Now under the "Map Track To Track" rollout select everything under the "CURRENT:" and "INCOMING:" boxes.
Under the "Motion Mapping Parameters" rollout "Map Nodes" click "Closest Name".

4. Under the "Retargeting" rollout hit "Save Mapping As" and save out your mapping file. Choose "Replace" and "Absolute" radio buttons and finally hit "Load Motion".
(once you have this done you can always reuse the mapping file)

Your control objects should now have the mocap animation baked.

Polimeno
08-03-2009, 04:42 PM
could you please post some screen about it ?

maybe you could try puppetshop (http://www.lumonix.net/puppetshop.html) and its MOCAP feature as guides for your rig.
links below:

http://www.lumonix.net/Media/PS_motioncapture.swf
http://www.lumonix.net/Media/PS_exporting_bvh.swf
http://www.lumonix.net/Media/PS_ExportToMaxBones.html
http://www.lumonix.net/Media/PS_BipedToBVH.html

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