I have followed, with 3DSMax9, the “CG-Academy Intermediate Rigging” Tutorial over 4DVD. Thanks to Paul Neale and your experience!
But I want ask one question:
Is it possible to use at same time the IK animation and this CG-Academy standard body rigging, with the MotionCapture files?
In example: I want that my character switch between one walk cycle (MotionCapture), and the standard Keyframe animation (CG-Academy Rigging), where my character pick up a glass off of a table; but I want also mantain the original character Rigging Controls made in the CG-Academy Tutorials.
Therefore, I think that the best way to work is that:
-Create one skeleton with IK and CG-Academy Rigging Controls;
-Create another Biped skeleton (3DSMax CharacterStudio) to use the MotionCapture files.
-Constraint the master skeleton, at first to the Rigging Controls, and at second to the Biped Skeleton, that have MotionCapture movements applied.
-Switching the weight of the Contraints, at desired point in time, between the IK Rigging Controls and Biped skeleton, to obtain the transition of the movements, from motion capture and standard Keyframe animation.
This is good?
This works well, or it is too much complex to realize?
Or anyone know another way to display the Markers of MotionCapture files (.BVH), without using Biped and CharacterStudio Plugin?
I have see these suggestions using the Stockmoves MotionCapture files, for the Maya Setup, not for 3DSMax, but this workflow can be also applicable to 3DSMax; this is the page:
http://www.e-motek.com/entertainment/stockmoves/tutorials/MayaTutorials/mayaconnectadvanced.htm#1
See this paragraph:
"2.4 Combining motion capture with inverse kinematics
In many cases you may find that you want to combine the use of inverse kinematics with motion capture. For example, if you want your character to walk over and pick up a glass off of a table. For the walk, you will want to use the motion capture data and for the picking up of the glass you will want to use an IK handle. In Maya, this can be done by using double orientation constraints on your character’s skeleton. One constraint will be used to bind the skeleton to the Stockmoves elements, and the other will be used to bind the skeleton to another skeleton that has an IK handle assigned to it. To switch between the two, you just have to animate the goal weights…"