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democap:motiontransferbend [2022/02/01 14:22] – dragonlord | democap:motiontransferbend [2025/03/23 16:03] (current) – [Twist Bone Count] dragonlord | ||
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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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+ | ====== Bend X Move ====== | ||
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+ | Move to use from character animation file as bending along X axis 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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+ | ====== Bend Y Move ====== | ||
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+ | Move to use from character animation file as bending along Y axis 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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+ | ====== X Bend Move Range ====== | ||
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+ | Defines the range of actor bending to be mapped to the '' | ||
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+ | The X coordinate indicates the negative bending limit in degrees. The Y coordinate indicates the positive bending limit in degrees. | ||
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+ | The default limits are -90 degrees for negative bending angle and 90 degrees for positive bending angle. | ||
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+ | ====== Y Bend Move Range ====== | ||
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+ | Defines the range of actor bending to be mapped to the '' | ||
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+ | The X coordinate indicates the negative bending limit in degrees. The Y coordinate indicates the positive bending limit in degrees. | ||
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+ | The default limits are -90 degrees for negative bending angle and 90 degrees for positive bending angle. | ||
====== Fit Curve To Target ====== | ====== Fit Curve To Target ====== | ||
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For necks and tails you usually want to disable this option since this is more stable and no other motion transfer relies on the tip bone to line up with the target. | For necks and tails you usually want to disable this option since this is more stable and no other motion transfer relies on the tip bone to line up with the target. | ||
+ | ====== Use rotation to bend ====== | ||
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+ | Uses the target tracker orientation instead of the position dislocation calculated angle as input rotation to apply as bending. This is useful short bone chains like human necks to get more stable and better looking movement. | ||
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+ | ====== Lock Z distance ====== | ||
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+ | Lock Z distance if rotation is not used for bending. This is useful for bending with small angle limits in connection with unstable trackers (for example chest/back trackers). In these situations the Z distance can slightly shift causing unstable results. By locking the Z distance the effect of such trackers is reduced producing more stable results. | ||
+ | ====== Twist Propagation ====== | ||
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+ | Defines the amount of target tracker derived rotation along the bending axis (Z axis) to apply as twisting to the bone chain. The twisting is applied from the tip to the base. | ||
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+ | ====== Twist Scale ====== | ||
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+ | Defines the scaling to apply to the twisting propagated down the chain. | ||
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+ | ====== Twist Bone Count ====== | ||
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+ | Defines the count of bones from the tip towards the base to apply the propagated twisting to. Twisting is equally distributed amongst all affected bones. | ||
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+ | ====== Align Bone Count ====== | ||
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+ | Count of bones along chain to align orientation with the tip slot orientation starting at first bone after Tip Bone. | ||
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+ | By default the bending axis is calculated during calibration phase relative to each bone in the chain. This ensures the bending is predictable during motion capture. In some situations it is better to use the tip bone bend axes instead of the calibrated axis stored for individual bones. This ensures the bending is matching the tip bone orientation. A typical use case for this is neck bending. By bending relative to the tip bone instead of the bend axis from calibration phase yields more natural results. What works best depends on the use case and in what order bending is applied. | ||
====== Target Tracker ====== | ====== Target Tracker ====== | ||
[[democap: | [[democap: |