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democap:motiontransferautohuman [2023/06/03 19:19] dragonlorddemocap:motiontransferautohuman [2025/03/23 15:50] (current) – [Neck Shift Move Range] dragonlord
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 This further refines the IK calculation for legs. Instead of using just the base IK move this move blends between legs in base IK pose and legs in fully crouched pose. This move can have as many frames as required. The altitude of the hip above the ground is used to blend between the first animation frame (0s) and the last animation frame (move play time). This further refines the IK calculation for legs. Instead of using just the base IK move this move blends between legs in base IK pose and legs in fully crouched pose. This move can have as many frames as required. The altitude of the hip above the ground is used to blend between the first animation frame (0s) and the last animation frame (move play time).
 +
 +====== Neck Bend X Move ======
 +
 +Move to use from character animation file as looking up-down pose.
 +
 +If used this replaces the automatic rotation applied by the motion transfer with blending between frames of this animation move. See [[preparecharacter#looking_up-down|Prepare Character for Motion Capture: Looking Up-Down]] for information on how to craft this animation.
 +
 +====== Neck Bend Y Move ======
 +
 +Move to use from character animation file as looking left-right pose.
 +
 +If used this replaces the automatic rotation applied by the motion transfer with blending between frames of this animation move. See [[preparecharacter#looking_up-down|Prepare Character for Motion Capture: Looking Up-Down]] for information on how to craft this animation. Simply use looking left instead of looking down and looking right instead of looking up.
 +
 +====== Neck Shift X Move ======
 +
 +Move to use from character animation file as shifting head forward-backward pose.
 +
 +Providing this animation is required to transfer actor head shifting to the character. The motion transfer the head shifting with blending between frames of this animation move. See [[preparecharacter#shift_head_forward-backward|Prepare Character for Motion Capture: Shift Head Forward-Backward]] for information on how to craft this animation.
 +
 +====== Neck Shift Y Move ======
 +
 +Move to use from character animation file as shifting head left-right pose.
 +
 +Providing this animation is required to transfer actor head shifting to the character. The motion transfer the head shifting with blending between frames of this animation move. See [[preparecharacter#shift_head_forward-backward|Prepare Character for Motion Capture: Shift Head Forward-Backward]] for information on how to craft this animation. Simply use shifting left instead of shifting forward and shifting right instead of shifting backward.
 +
 +Using this animation can be tricky due to limitations of chest trackers. No matter if attached to the chest or the back these trackers show tendency to rotate and tilt if the actor moves the shoulder for example by raising his hands. This tends to cause head left-right shifting although the actor is not moving the head. Use this animation move only if you can attach the chest/back tracker in a way it is not affected by shoulder movement.
  
 ====== Fine Tuning ====== ====== Fine Tuning ======
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 For human actors a good default value is 13. This bends slightly stronger the upper half of the spine. For human actors a good default value is 13. This bends slightly stronger the upper half of the spine.
 +
 +===== Neck Bend Move Range =====
 +
 +Defines the range of actor head movement to be mapped to the ''Neck Bend X Move'' and ''Neck Bend Y Move'' if used.
 +
 +The X coordinate indicates the looking up-down angle limit in degrees. The Y coordinate indicates the looking left-right angle limit in degrees.
 +
 +The default limits are 60 degrees for looking up-down and 45 for looking left-right. Adjust these ranges if the actor can (or wants to) rotate his head farther or less strongly than this.
 +
 +===== Neck Shift Move Range =====
 +
 +Defines the range of actor head shifting to be mapped to the ''Neck Shift X Move'' and ''Neck Shift Y Move'' if used.
 +
 +The X coordinate indicates the shifting forward-backward angle limit in degrees. The Y coordinate indicates the shifting left-right angle limit in degrees. The shifting is measured in degrees not meters since this is more stable.
 +
 +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.
  
 ===== Reach Scaling RA ===== ===== Reach Scaling RA =====
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 Arm reach is applied along X, Y and Z axis. A uniform reach would cause problems due to shoulder movement. The X axis reach is from the body center to the side. This reach is a direct product of the T-Pose while calibrating. The Y axis reach is found if the arms are lowered hanging by the side. The Z axis reach is found if the arms are pointing straight forward. The reach scaling is multiplied with each of these axes. Hence the reach scaling is (from left to right): to the side, downwards, forward. Arm reach is applied along X, Y and Z axis. A uniform reach would cause problems due to shoulder movement. The X axis reach is from the body center to the side. This reach is a direct product of the T-Pose while calibrating. The Y axis reach is found if the arms are lowered hanging by the side. The Z axis reach is found if the arms are pointing straight forward. The reach scaling is multiplied with each of these axes. Hence the reach scaling is (from left to right): to the side, downwards, forward.
  
-The best way to adjust these values is to change the value, save the configuration and using reconfiguration.+The best way to adjust these values is to use the [[democap:pct_autohuman|Tweaking Panel]].
  
 The reach scaling is typically in the range from 0.8 to 1.2 . The reach scaling is typically in the range from 0.8 to 1.2 .
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 Bend Axis affects only the bending of the bone chain. It does not affect the bending angle calculation. This allows to calculate the bending for one direction while applying it to a bone chain pointing into another direction.  Bend Axis affects only the bending of the bone chain. It does not affect the bending angle calculation. This allows to calculate the bending for one direction while applying it to a bone chain pointing into another direction. 
 +
 +===== Relocate Arms =====
 +
 +If checked the actor hand and elbow trackers position is relocated relative to the chest. This has to be used for characters with horizontal bodies like dinosaurs where the chest area is located from the waist forward instead of upwards. Using spine bend axis can work in such situations but relocating is usually better and allows the camera to still be attached to the character head.
  
 <WRAP clear></WRAP> <WRAP clear></WRAP>
  
 +===== Pull feet to ground =====
 +
 +Ensures feet touch the ground. If the legs would over-stretch to reach the feet character slot the waist character slot (and slots above it) are pulled towards the respective foot to prevent the leg from over-stretching. Especially if both feet need to be fixes a small offset can result. To compensate for this a small over-stretch of the legs is applied if the leg construction of the character allows this. For beast type characters with bend legs this works best since their legs usually are not fully stretched and thus provide wiggle room. Human characters need to slightly tip-toe to compensate.
 +
 +===== Waist Mode =====
 +
 +Controls how actor waste is mapped to the character waist. If the character is motion captured in different situations (like sitting) it is useful to duplicate the character configuration to use in each the waist mode yielding the best results.
 +
 +==== Direct ====
 +
 +The character waist is directly attached to the actor waist. The character hips keep the same distance and rotation towards the actor hips after calibration. This is the behavior most other applications use. This works best if the character hips are at the same place as the actor hips are. If the hips are at a different location (typical for beast type characters) then the character waist tends to move out of place and feet are usually off the ground since the leg length is now wrong. For pure human characters though this mode is good since it is easier to handle and does not move character slots during motion capturing.
 +
 +==== Relative ====
 +
 +The character waist is attached relative to the actor waist. This copies the hip position from actor to character while keeping the rotation towards the actor hips after calibration. This is similar to direct attaching in terms of rotation but moves the character hips to be located where the actor hips are. This works best if the character hips are at the same place as the actor hips are. If the hips are at a different location (typical for beast type characters) then the character legs will lift of the ground since the leg length is now wrong. This mode works best for doing motion capture of sitting or laying down characters. In these situations you want the hips to be precisely located where your hips are otherwise the character clips into chairs or the ground.
 +
 +==== Relocate ====
 +
 +The actor waist character slot and slots above are moved towards the center of the feet character slots to match the character waist. This changes the posture of the actor used for motion capturing by shortening (or enlarging) his legs to match the character. After moving the character slots the direct waist mode is used to attach the character hips to the actor hips. This mode is recommended for beast type characters since with those typically hips are further down or up compared to the actor hips. This mode is not so well used if beast type characters are captured in sitting or laying poses. In these situations it is better to use relative waist mode.
democap/motiontransferautohuman.1685819993.txt.gz · Last modified: 2023/06/03 19:19 by dragonlord