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democap:motiontransferbend [2025/03/23 15:54] – [Bend Axis] dragonlord | democap:motiontransferbend [2025/03/23 16:03] (current) – [Twist Bone Count] dragonlord | ||
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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# | 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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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. | 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. | ||
+ | ====== 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 ====== | ====== Twist Propagation ====== | ||
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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. | 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. | ||
+ | ====== 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: |