Some questions:
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You getting the .c3d data i’m guessing from blade, building the actor characterizing and solving to a skeleton in motionbuilder?
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In max your loading this solve onto a biped. Does the biped need bvh data that matches its hierarchy exactly and if so did you export the biped to motionbuilder, characterize it and solve it to the vicon actor?
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CAT’s capture system is pretty raw, basically all it does is store the transform difference between its joints and a target set based on a mapping file:
'source.cat.address' 'targetJointName' (matrix3 transformOffset)
- If your going from vicon to CAT why does it need to be loaded into biped?
So basically - the mapping feature of CAT right-click on the joint selecting ‘map to’ can be pretty damn frustrating. I infact wrote my own as its its a pretty standard format to right.
Things that ARE crucial is in your BVH creation - generally joint translations only happen on the root so you need to make sure translation is specified if you want joints other than the root to move.
The capture process is hierarchal, i.e if you write a tool to write the mapping to a file, it needs to be hierarchal - else it may crash.
CAT’s capture is vanilla - its process however isnt so you have follow it by the book. When you follow its mapping process your target and source skeletons (BVH, and CAT) need to be in the T, A or default pose.
The other thing that can kill it is mapping joints that are under a system - e.g. limbs and spine, neck joints - just map the hubs, hands, ik targets, pole vectors - and you should be on your way. It’ll plot it onto the fk anyway.
The rule is CAT is a rig basically not a skeleton in capturing so map its controls not its joints - unless there purely fk eg fingers, toes etc…
cheers,