floyd1510
11-16-2009, 01:39 PM
Hello all,
Well I have to set up a bone based face rig. The problem is that the animation data initially will be motion capture data which will drive points (bones) on the face. The face rig should then be able to extend/ improve this mocap animation.
The problem is that after I apply the mocap data to the face, the bones will offset from their original poistion, hence the controllers will not drive the rig from the intended place. So i actually need to cheat a circular dependency, where in when mocap data is applied, the bones drive the animation controls and then while editing the animation there on, the animation controls drive the bones.
I was thinking of something like, after applying the mocap, hit a button which aligns the controls to the bones and applies the constraints/ wire parameters etc. this just sounds unstable. So needed some recommendations/solutions from people here. I am working in Max by the way.
Cheers,
Vikram.
Well I have to set up a bone based face rig. The problem is that the animation data initially will be motion capture data which will drive points (bones) on the face. The face rig should then be able to extend/ improve this mocap animation.
The problem is that after I apply the mocap data to the face, the bones will offset from their original poistion, hence the controllers will not drive the rig from the intended place. So i actually need to cheat a circular dependency, where in when mocap data is applied, the bones drive the animation controls and then while editing the animation there on, the animation controls drive the bones.
I was thinking of something like, after applying the mocap, hit a button which aligns the controls to the bones and applies the constraints/ wire parameters etc. this just sounds unstable. So needed some recommendations/solutions from people here. I am working in Max by the way.
Cheers,
Vikram.
