I’m trying to make a very simple character to play guitar. I did the motion capture with Ipisoft. I can apply the .FBX file by defining an hik skeleton. This is then baked onto a standard control rig, which can then be reassigned to my simple character. It works well but I need to have more accuracy on the hands. Ipisoft is fantastic at quite big movements (I’ve had good results even with breakdancing but this time I made wire guitar prop to keep your hands in line while the wire frame bit does not block the heat signature) but I’ve found that it’s not really good with hands. It doesn’t need complex ever changing hand movement, the real movement comes from the arms, but the hands need to be in the right shape ish. I’m sure I can change it key by key but there are hundreds. Does anyone have any tips/ideas.
Reassigning mocap data to an HIK skeleton.
gfk
#2
You’d usually use layered animation for this, creating an animation layer to add animation on top of mocap, not editing the mocap keys directly.* I haven’t done much with this, but I’ve never had much luck with animation layers and HIK in Maya.* You can try it in Maya, or try doing it in MotionBuilder, which tends to be much better at HIK (since it’s a much simpler/more focused tool).