mocap rig is flipping my roll joints

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 02 February 2008   #1
mocap rig is flipping my roll joints

Hi i have a problem with mocap rig flipping my roll joints

Basically i have

1) a bind skeleton with all the roll joints, binded to the geometry,

2) the rig skeleton for the animator, the joints are connected to the bind skeletons's roll joint using multiple/divide nodes.

3) now i was given a mocap rig. with all the animation keys in it

so i orient contraints all the joints from the mocap rig to the rig skeleton but that make the bind skeleton roll joint flips.. because when i orient constraint, the rotation value of the joint changes, and the mocap rig joints has different rotational values to my two set of rigs... I tried constraining the mocap straight to the bind skeleton and its still flipping my roll joints.. otherwise it is fine.

any advice or better workflow is much appreciated. thanks!
 
Old 02 February 2008   #2
Is the Mocap rig setup from Motion Builder? (Rotation order is off.)
The mocap rig joints need to be zeroed out to match your rig... to match. If you are using .fbx, then ONLY export the joints WITHOUT set driven keys, expressions, or multiply/divide nodes. That way, Maya can accept it properly.
 
Old 02 February 2008   #3
hi thanks for the reply. the mocap rig is just a maya skeleton with keys in it.. yes i figured it needs to be zeroed out but how do I do that without losing all the keys in it? thanks again.
 
Old 02 February 2008   #4
can't you just make your oreintation constraints with maintain offset on?
 
Old 02 February 2008   #5
Greatpumpkin: yes that what I have been doing. the problem is as soon as i orient constraint the two joints the roll joint flips, because the other skeleton has a different rotation value. it make sense to zero it out but that skeleton already has keys in it. I don't know how to connect it together without the roll joint flipping.
 
Old 02 February 2008   #6
If the animator exports his rig as .fbx (zero'd out), and you export it to your bind mesh.. (zeroe'd out).. Your new bind mesh should recieve the animation perfectly.

The names of the bones HAVE to be named the same. Exactly. And the animator cannot export rotation bones or set driven key bones,.. etc.. It should work fine.
 
Old 02 February 2008   #7
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 07:57 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.