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democap:motiontransferautohuman [2025/03/23 11:53] – dragonlord | democap:motiontransferautohuman [2025/09/16 10:10] (current) – 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). | ||
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+ | ====== Neck Bend X Move ====== | ||
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+ | Move to use from character animation file as looking up-down pose. | ||
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+ | If used this replaces the automatic rotation applied by the motion transfer with blending between frames of this animation move. See [[preparecharacter# | ||
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+ | ====== Neck Bend Y Move ====== | ||
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+ | Move to use from character animation file as looking left-right pose. | ||
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+ | If used this replaces the automatic rotation applied by the motion transfer with blending between frames of this animation move. See [[preparecharacter# | ||
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+ | ====== Neck Shift X Move ====== | ||
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+ | Move to use from character animation file as shifting head forward-backward pose. | ||
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+ | 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# | ||
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+ | ====== Neck Shift Y Move ====== | ||
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+ | Move to use from character animation file as shifting head left-right pose. | ||
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+ | 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# | ||
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+ | 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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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. | ||
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+ | ===== Neck Bend Move Range ===== | ||
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+ | Defines the range of actor head movement to be mapped to the '' | ||
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+ | The X coordinate indicates the looking up-down angle limit in degrees. The Y coordinate indicates the looking left-right angle limit in degrees. | ||
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+ | 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. | ||
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+ | ===== Neck Shift Move Range ===== | ||
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+ | Defines the range of actor head shifting to be mapped to the '' | ||
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+ | 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. | ||
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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. | ||
===== Spine Bend Shape ===== | ===== Spine Bend Shape ===== | ||
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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. | ||
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+ | ===== Shoulder Range ===== | ||
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+ | 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. | ||
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+ | 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. | ||
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+ | The Y value indicates the forward and backward rotation angle. The default value is 45. | ||
===== Reach Scaling RA ===== | ===== Reach Scaling RA ===== | ||
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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. | ||
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- | ===== Relocate Arms ===== | ||
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- | 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. | ||
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- | <WRAP clear></ | ||
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- | ===== Pull feet to ground ===== | ||
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- | 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 ===== | ===== Waist Mode ===== | ||
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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. | 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. | ||
+ | ===== 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. | ||
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+ | <WRAP clear></ | ||
+ | |||
+ | ===== 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. | ||
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+ | ===== Simulate waist ===== | ||
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+ | Enable basic simulation of waist if no device is attached to the waist slot. Derives waist location from head position relative to feet. | ||
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