How do I plot rotation in global???


#1

hi there,

I am cleaning MoCap data in wich there is two soccerplayers kicking a ball. The problem is that the ball rotation is plotted in local mode, wich makes it nearly impossible to adjust using the f-curves. Is there a way to plot it in global mode???


#2

is it a child of something? there is not a way to make rotation “global” its local to the object and reletive to its parent. you can make a world space copy that gets constrainted to the ball, baked , then swap the constraints so that ball is following the new plotted ctl obj.

you can then edit it /filter etc and plot the bal once your done editing the world space object.


#3

Not sure I follow you…tried it (or did something:-) but the rotation curves are still a mess… but thanks anyway.


#4

What bclark means is, is it parented to another animated object?
If so then you could try to make a simple parent constraint and parent a null to the ball with the constraint and plot it. These keyframes will be “local” but since the world is the parent it will be “global”.

If the ball is not parented to anything and is moving properly over your screen then the keys you see are “global”. Motionbuilders keyframes are always local, but local in motionbuilder means something different then for example max.
Local in motionbuilder means the value at this time in parentspace. So if the object is not parented it means world is the parent and your keys are “global” or worldspace.

-Johan


#5

Well here hows it’s working.
I’m using a Vicon vsk and a V-file for the animation.
The vsk has a “Ball:Root” node and a “Ball:Reference” node above it in the hierachy, wich is in 0,0,0 space at all time.
When I bring in the V-file, all the animation goes into the “Ball:Root”, and then I parent constrain my ball geometry to the “Ball:Root” and plot the animation into the geometry.

I tried making a null, parentconstrain it to the “Ball:Root” and plot the animation into the null, but it’s still nearly impossible to edit the rotation using curves. The thing is that our MoCap Data isn’t perfect, so the rotation of the ball f… up sometimes, and I need an easy way to fix that. Would it help if I upload a fbx file?


#6

Well from what I can tell from your last post, that’s the way to get the rotations right. So like you said it’s now no longer a global/local problem really, but more a cleanup problem. Since I’m not a mocap capture operator… and exclusivly work in motionbuilder I would try to fix it directly in the function curves… maybe reduce key filter it first, since it’s rotation you probably don’t need keys on every frame… from there on fix the point that are bad, from simply deleting keys to fixing it, to layer animation in layer 1 to correct a whole bunch of keys at the same time.

-Johan


#7

Actually, I figure it may be because of some gimbal issues…

here’s a file with the ball that i’m trying to clean. Normally there’s two players kicking it forth and back and such. Play it slowly and you’ll see all the errors in the rotation. The translation is good enough…

If anyone could take a quick look at it, and maybe give me an answer, it would make my work a lot easyer as I have to do uite a lot of these.

Thanks


#8

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