Matching character to actor exactly

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  05 May 2012
Matching character to actor exactly

Bit of a noob here.
I have a character that matches exactly the actor’s dimensions (mocapped) but I am not able to get the character to map the movements exactly. I have spent considerable time adjusting character definition, to no avail.
When I first merge the two, they match perfectly until I hit the “active” checkbox for input, then the abdomen/hip nodes thrust forward a little, throwing the upper body out of allignment with the original.
Is there no default way of setting this up?
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  06 June 2012
I'm not really used to working with BVH data, but I don't think you should be using the Actor for this type of task. The Actor is really for transferring optical mocap data on to a character, where you don't have optical data here, you already have a skeleton with keys on it, so the Actor shouldn't come into it.

In your case, if you wanted to I think you could just characterize your yellow BVH skeleton and you wouldn't have to go through a transfer process at all. Alternatively if you really do need to retarget, you could characterize the yellow skeleton, then characterize the red skeleton, then set the red skeleton to character input, and bake the animation data across.

Finally, if you're still having issues with the skeletons not aligning precisely, instead of characterizing the yellow skeleton, you could manually constrain each bone of the red skeleton to the yellow skeleton (using Parent/Child Constraints), and then once you're done, characterize the red skeleton while it's in it's T-pose (frame 0 in your anim), then bake the animation across (in the Key Controls window, do Animation > Plot Selected (All Properties) > Plot).

I've done this last method for you, which you can find in the attached file. I'm using MB2010, so if you have an older version of Motionbuilder you might have trouble opening it, but I think with .fbx it should be fine.
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  06 June 2012
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