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| democap:motiontransferautohuman [2025/08/19 12:57] – dragonlord | democap:motiontransferautohuman [2026/05/16 00:01] (current) – dragonlord | ||
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| <WRAP clear></ | <WRAP clear></ | ||
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| + | ====== Motion Transfer Menu ====== | ||
| + | |||
| + | Click the button '' | ||
| + | |||
| + | ===== Auto Rig ===== | ||
| + | |||
| + | Automatically fills in bone names using predefined auto-rig definitions. Right-click the motion transfer panel to access the auto-rig options in the context menu. | ||
| + | |||
| + | * **Auto Rig...**: Opens a dialog to select from a list of predefined auto-rig definitions. The selected definition is applied to fill in the bone names matching the character model. | ||
| + | * **Auto Rig Best Matching**: Automatically tries all available auto-rig definitions and applies the one that matches the most bones in the character model. A dialog is shown if no matching definition is found. | ||
| + | |||
| + | Auto-rig definitions are XML files (*.deard) loaded from ''/ | ||
| + | |||
| + | * Mixamo | ||
| + | * Blender Rigify | ||
| + | * DAZ Studio Genesis | ||
| + | * 3DS Max Biped | ||
| + | * Unity Humanoid | ||
| + | * Unreal Engine Mannequin | ||
| + | * iClone Character Creator | ||
| + | * VRoid (VRM) | ||
| + | * Drag[en]gine | ||
| + | |||
| + | More definitions can be added for example by creating a modification using Mod.IO or creating a feature issue on GitHub and attaching the new file. | ||
| + | |||
| + | ===== Auto Slot Placement ===== | ||
| + | |||
| + | Adjust position and rotation of [[democap: | ||
| ====== Name ====== | ====== Name ====== | ||
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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. | ||
| - | |||
| - | 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 ===== | ||
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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. | ||
| + | |||
| + | ==== Fixed ==== | ||
| + | |||
| + | Character waist does not move even if a hip bone is assigned. The hip bone is ignored for waist movement and the character waist stays in the position defined by the calibration pose. This mode is useful for special situations where any waist movement would cause problems, for example capturing a sitting character in a fixed position using only upper body tracking. | ||
| + | |||
| ===== Relocate Arms ===== | ===== Relocate Arms ===== | ||
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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. | Enable basic simulation of waist if no device is attached to the waist slot. Derives waist location from head position relative to feet. | ||
| + | |||
| + | ===== Elbow use position ===== | ||
| + | |||
| + | Use the position of the elbow tracker instead of the orientation of the elbow tracker to guide the inverse kinematic calculation. Ticking this parameter is useful if the tracker used as elbow tracker has unstable or wrong orientation nor matching the elbow bone. This can happen if a tracker is sourced from simulated data and the orientation does not line up with what DEMoCap expects the elbow bone to have. | ||