Dear 'C4-D-ers'
I am fairly inexperienced at character rigging but hope to use existing models and VIVE mo-cap data, to do something quite good, to save time and get a good effect, with ‘Character generator’ target models.
I have been experimenting with Orions Ikinima, mo-cap system. It seems to produce nice smooth capture.
My preferred technique would be to copy and paste tracks from the ikinima models to the new skeleton or retarget using exact names. Even though the skeletons are slightly different I can use a lot of the data on the main limbs, spine and neck.
There are different options of fbx export, which include biped, genesis, unity as well as well as native ikinima.
My target model is blue Z down, but unfortunately, the mobcap models all have the different axis, (pointing behind the model) which means the direction of an arm, for example, will move in the wrong direction.I wondered if there where any tutorials that deal with this exact scenario, which may help me using the Ikinima data?
There are improvements to R20 with the Z up axis. I noticed also, that there is the joint tool which can rotate axis. However, there are a lot of options that I have tried and am unable to assimilate the skeletons.
The other option is to use IK on my target model an use a constraint tag and link the mobcap limps to the IK nulls. This bypasses a lot of the differences between the two skeletons. I have got this to work, but really want to use the first method.
When I do searches on the web, I get a lot of results about retargeting identical skeletons and using mixamo, but there is very little on retargeting none identical skeletons.
Thank you in advance. I hope this isn’t too much of a ramble. Would much appreciate some help.
Best regards
Julian