View Full Version : questions about mocap rigging

03 March 2006, 04:51 PM
hey guys, i did a search and couldn't find anything that answered the questions i had.

we recently got a project in that deals with all mocap, so far i have no example rig to go with

we are rigging in maya and then the skeletons will be transferred to motionbuilder out of studio for the motion capture application.

how should i go about rigging for mocap?

what joints should be included/not included and naming conventions? use them or no?

anything else you can think of would be helpful as we just need to rig and weight the characters.

thanks in advance


03 March 2006, 05:54 PM
the only thing I can tell you is that most motion capture data requires your skeleton to have the Y axis as the twisting axis, whereas normally most people have the X axis as the twisting axis.

I hope that helps, at least a bit :)

03 March 2006, 05:59 PM
its a good idea to use MBs naming conventions from the beginning, it makes characterizing very easy. Mayas Full Body IK uses the same conventions

03 March 2006, 07:55 PM
ask the people doing the mocap exactly what they need first as things like "y-down" will turn out to be very important..

ask them for an example skeleton.. ie. a basic biped skeleton they have used

then build your rig around that making sure everything will transfer.


03 March 2006, 08:08 PM
btw.. as far as naming conventions go...

I would say its more important to have all joints named exactly the same between all your characters than any particular "naming convention". although you still should have a good one ;^)

I say this because its possible you will be writing scripts to deal will stuff that comes up, and you will be very happy if you can just automate it...

I would recommend you script the creation of all rigs and mocap skeletons.. thats what I did.


03 March 2006, 01:00 AM
yeah right now we're working on getting an example rig, i have to check with my boss to see if we actually got it in an email yet but, i figure that if i had an example skeleton the task would be simple sauce so, we'll see

thanks for your help

03 March 2006, 09:50 PM
Your going to want to be able to animate offsets as well as potentially give animators full control of various parts.

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03 March 2006, 09:50 PM
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