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democap:motiontransferautohuman [2025/08/19 12:57] dragonlorddemocap:motiontransferautohuman [2025/09/16 10:10] (current) dragonlord
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 A good default value is 13. Depending on the shape of the neck in calibration state smaller values are useful. Higher values are usually not useful. A good default value is 13. Depending on the shape of the neck in calibration state smaller values are useful. Higher values are usually not useful.
- 
-===== Spine Bend Shape ===== 
- 
-Defines the shape of the bending curve used for the spine. Value is in the range from 0 to 20. 
- 
-A value of 10 bends all spine bones with equal weight. 
- 
-Values towards 0 bend bones more the closer they are to the hip. This makes characters bend the hip stronger keeping the spine more or less straight. This causes the character to have a stiff spine appearance. 
- 
-Values towards 20 bend bones more the closer they are to the neck. This makes characters bend the chest area stronger. The displacement of the chest is used to calculate the bending. If the bend shape value is too high no valid bending might be found. 
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-For human actors a good default value is 13. This bends slightly stronger the upper half of the spine. 
  
 ===== Neck Bend Move Range ===== ===== Neck Bend Move Range =====
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 The default limits are 20 degrees for shifting forward-backward and 12 for shifting left-right. Adjust these ranges if the actor can (or wants to) shift his head farther or less strongly than this. The default limits are 20 degrees for shifting forward-backward and 12 for shifting left-right. Adjust these ranges if the actor can (or wants to) shift his head farther or less strongly than this.
 +
 +===== Spine Bend Shape =====
 +
 +Defines the shape of the bending curve used for the spine. Value is in the range from 0 to 20.
 +
 +A value of 10 bends all spine bones with equal weight.
 +
 +Values towards 0 bend bones more the closer they are to the hip. This makes characters bend the hip stronger keeping the spine more or less straight. This causes the character to have a stiff spine appearance.
 +
 +Values towards 20 bend bones more the closer they are to the neck. This makes characters bend the chest area stronger. The displacement of the chest is used to calculate the bending. If the bend shape value is too high no valid bending might be found.
 +
 +For human actors a good default value is 13. This bends slightly stronger the upper half of the spine.
 +
 +===== Shoulder Range =====
 +
 +Defines the maximum rotation angle in degrees for shoulder rotation. Shoulder rotation is applied depending on the position of the hand or the guide bone (depending if a guide bone is present or not) relative to the base bone (the bone after the shoulder). This avoids shoulders to be stiff improving the vividness of the character. If a character does not have a bone (arm chain has less than 4 bones) the shoulder rotation is not applied.
 +
 +The X value indicates the up rotation angle in degrees of the shoulder. Hence shoulders are only rotated up not down. The default value is 30.
 +
 +The Y value indicates the forward and backward rotation angle. The default value is 45.
  
 ===== Reach Scaling RA ===== ===== Reach Scaling RA =====
democap/motiontransferautohuman.txt · Last modified: 2025/09/16 10:10 by dragonlord