Blend MoCap / FK / IK


#1

Hi,

I want to set up a character and animate it with MoCap-Files. But in cases when the MoCap-animation is not exactly how I´d like it, I would like to animate it with FK / IK.

How can I blend between MoCap and IK/FK ?

Also, the character has 4 arms. I also would like to setup the arms in a way, so that they basically follow the chest´s orientation, but still be animatable with IK/FK and blend to the movement of the upper arms (MoCapped/IK/FK-animated upper arms --> Damp3d --> lower arms follow the movements of the upper arms)

Here´s a photo of the rig:


#2

Wow, what a fancy character :wink:
Basicly I’d do it like this. Get mocap files and receive whole animation, allowing not to have exacly movement I like. I don’t know what type of data do you have, so there are many ways of cleaning mocap. If you have ready clips just throw them in story. Next plot animation on control rig and do whatever you want tweaking animation so long as you are happy with it.
Blending is done through reach IK- if it’s 100 it takes animation form IK effector if 0 from FK. Use selection keying mode and selected properties keying mode so you can have full control over rig. It’s hard to explain, but once you get it - it rocks.
I don’t exacly get your idea of second arms since I don’t know what they’re for. I’d give relations constraint and place arms controlled by control rig as senders, give damping to rotation and pass it to following arms, then plot it and tweak animation.
I plot very often from control rig to skeleton and againg to rig to have aligned IK effectors with FK (when I need it).

Well, hope it does help.


#3

That´s not even the craziest one

I´m working at the moment with the Mocaps from the MB library, but I´ll soon have acces to an MoCap-system

OK, I plotted the mocap-animation and now I would like to changes some movements (eg the arm moves too high, let´s lower it between Frame 600 and 650). I go into the Fcurve-Editor and change the keyframes, but the character does not react (Reach IK is blocked/greyed out). I noticed that MB created a second Track in the Story-window, maybe that the problem/feature ?

Can You give me some other points how to go on ?
Can I un-plot plotted Mocap-movements ?
How can I simplify the Fcurves from my character ?

The arms are part of the character-design, she will need it. I tried your explanation, but I could not bring it to work. I tried ControlRig --> Damp3d --> lowerArms but the lowerArms simply snaps to the floor and stays there.

Do you have mor infos for me ?


#4

So if you have plotted animation on clips, just put them to story, arrange as needed and them right-click on story clip and plot whole animation to current take. After turning off story you have animation on skeleton, plot it to control rig and you can use all the hints i gave in my previous post.

If you are not happy with effects you can revert to animation from story simply by turning on and plot to take one more time.

To rig second arms don’t use control rig, but use bones of skeleton instead. Control rig suppports just one pair of arms. I prepared a file ilustrating how I’d do that. Check this out.

 Sorry for long respond time, but too much work, no time :|

I can’t post such attachment, because it has 200 kB in zipped file. I’ll try to email you.


#5

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