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democap:preparecharacter [2025/03/23 15:32] – [Crouch Pose] dragonlorddemocap:preparecharacter [2025/03/23 16:23] (current) – [Side Effects With Bending] dragonlord
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 The image below shows how this animation looks like for a long neck character. The same applies to normal characters just with head/neck bone modified. The image below shows how this animation looks like for a long neck character. The same applies to normal characters just with head/neck bone modified.
 {{ :democap:head_for_back.png?direct |}} {{ :democap:head_for_back.png?direct |}}
 +
 +===== Side Effects With Bending =====
 +
 +<WRAP float right>
 +{{ :democap:look_up_down_modified.png?direct |}}
 +</WRAP>
 +
 +Using shift head forward-backward animation and looking up-down animation together can yield results which might not be as you expect them to be. The reason is that when looking up your head will also do some shifting which DEMoCap will detect. As a result looking up will usually be a combination of the looking up-down animation and the shift head forward-backward animation. To counter this you have to subtract a certain amount of head shift forward-backward from the looking up-down animation to get exactly the result you want to. To do this you best use the [[democap:blender_democaptools#copy_bone_matrices|Blender DEMoCap Tools: Copy Bone Matrices]] and company operators.
 +
 +First make a copy of your look up-down animation and rename it to something like "look up-down modified" or similar. This animation is going to be the one to use if both looking up-down and shift head forward-backward is used. Usually it is enough to just modify the looking up pose but correctly the looking down pose would need a correction too, albeit a lesser one.
 +
 +  * Switch to your shift head forward-backward action.
 +  * Select the frame where your character is shifting head forward by roughly 75%.
 +  * Select all neck bones and the head bone to modify.
 +  * Click ''Copy Bone Matrices'' to copy the pose.
 +  * Select the frame in the middle where your character is in neutral pose.
 +  * Click ''Copy Subtract''. You have now the difference stored in the copy buffer.
 +  * Switch to your looking up-down action.
 +  * Select the frame at the right end where your character is looking up.
 +  * Click ''Paste Bone Matrices'' and make sure that in the operator panel ''Overlay'' and ''Negate'' are ticked.
 +  * Press ''K'' to add rotation keyframes.
 +
 +The animation frame should now looking similar to the image on the right side.
 +
 +It looks a bit strange but if this animation frame is combined with shifting head forward (as happens if you look up) then the result will be the looking up pose you started out with.
 +
 +You have now the animation adjusted. Export the animations and in the motion transfer select this new animation as ''Neck Bend X Move''.
 +
 +How much of the head shifting to subtract depends on the actor. In general the rule of thumb is to subtract 75% of shift head forward from the looking up pose and 50% of shift head forward from the looking down pose. As mentioned the looking done pose is often not required to be modified but it can be done to optimize the results.
 +
 +<WRAP clear/>
democap/preparecharacter.1742743968.txt.gz · Last modified: 2025/03/23 15:32 by dragonlord