I need your help bringing Vegeta to life with Mo-Cap!


#1

Hello CGSociety!

My name is James Wards. I am 21 years old, and I am a dairy farmer in New Zealand. While this is not my dream job, it has aqquired me my own independant Motion Capture Suit through persistant saving of my money, in hopes to persue a career path I have always dreamed about since I was a child.

My only task now is to practise how to use it. I am quite familiar with Autodesk MAYA 2011, and the technical processes involved in creating a character, however there is one or two complicated steps I require some help with, so I have come to the friendly CGsociety in hopes of your generous help and knowledge! :smiley:

STEP 1:

I have successfully set up my motion capture system to it’s operational stage, where I can produce my own motions as animation sequences onto a skeleton, and export them as .BVH files, which can be imported directly into MAYA 2011, as a skeleton heirachy with the animation sequence applied to the bones, as you can see in the image below:

STEP 2:

Now, I am trying to use this animated skeleton (Above Image) to drive one of my character rigs. One I have been experimenting with, is the defualt maya IK rig which is almost identical to my motion capture skeleton. The defualt MAYA IK rig can be located under WINDOW > GENERAL EDITORS > VISOR , Then in the new VISOR window, FBIK EXAMPLES. (See Picture Below)

STEP 3:

I have applied a character model, (Vegeta), to this Defualt Maya IK Rig (Above Image) and BIND his skin to the corresponding joints (See Image Below). All I need to do now, is find a way for the .BVH Skeleton Animation Sequence (First Top Image), to somehow drive the IK Defualt MAYA Character Mesh Skeleton Rig. (See Image Below)

FINAL THOUGHTS:

That is the whole process I’ve been trying in order to drive my character mesh, but maybe there is a better way? I have been trying to parent the ANIMATION skeleton to the CHARACTER skeleton, by trying to parent joints, even using point constraints etc. The point constraint kind of works, but it doesn’t copy the rotational values of the joints, and the joint to joint parenting doesn’t like it at all.

Any suggestions about how I can get this working? I could really use someone’s help! Is there a way to import the animation data of the joints from the ANIMATION SKELETON directly to the joint properties of the CHARACTER SKELETON? Urgh… my mind is getting fried… anyway, I will await for someones response to help me with this issue I’m having.

I hope we can bring Vegeta to life CGSociety! :applause:


#2

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