Notepad
03-09-2010, 03:48 PM
This is probably an simple question, but I haven't managed to find an explanation so far, so I'm hoping someone here can provide.
When working with mocap data, the collarbones are typically joined at the waistline and travel along the length of the spine, thus making the shoulder bones start at the center of the neck. I've noticed this in just about every major 3D application (Lightwave, Maya, Blender, BVHacker).
http://i49.tinypic.com/351ehwi.jpg
I've rotated the bones slightly for visibility.
The exceptions are in Optitrack's Arena software, and also Motionbuilder.
http://i47.tinypic.com/2qmixrk.jpg
The collarbones seem to be in their proper location, at the neckline and close to the shoulders.
I'm curious as to why this is, and if this really makes any difference? By large, it strikes me as just a difference in the application's preference as to where to place the collarbone joints.
Can someone can offer a more detailed explanation?
When working with mocap data, the collarbones are typically joined at the waistline and travel along the length of the spine, thus making the shoulder bones start at the center of the neck. I've noticed this in just about every major 3D application (Lightwave, Maya, Blender, BVHacker).
http://i49.tinypic.com/351ehwi.jpg
I've rotated the bones slightly for visibility.
The exceptions are in Optitrack's Arena software, and also Motionbuilder.
http://i47.tinypic.com/2qmixrk.jpg
The collarbones seem to be in their proper location, at the neckline and close to the shoulders.
I'm curious as to why this is, and if this really makes any difference? By large, it strikes me as just a difference in the application's preference as to where to place the collarbone joints.
Can someone can offer a more detailed explanation?
