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democap:preparecharacter [2025/03/23 16:21] – [Side Effects With Bending] dragonlorddemocap:preparecharacter [2025/09/09 15:14] (current) – [Side Effects With Bending] dragonlord
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 ===== Side Effects With Bending ===== ===== 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. 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.
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   * Switch to your shift head forward-backward action.   * Switch to your shift head forward-backward action.
-  * Select the frame where your character is shifting head forward by roughly 75%.+  * Select the frame in the middle where your character is in neutral pose.
   * Select all neck bones and the head bone to modify.   * Select all neck bones and the head bone to modify.
   * Click ''Copy Bone Matrices'' to copy the pose.   * Click ''Copy Bone Matrices'' to copy the pose.
-  * Select the frame in the middle where your character is in neutral pose.+  * Select the frame where your character is shifting head forward by roughly 75%.
   * Click ''Copy Subtract''. You have now the difference stored in the copy buffer.   * Click ''Copy Subtract''. You have now the difference stored in the copy buffer.
   * Switch to your looking up-down action.   * Switch to your looking up-down action.
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   * Press ''K'' to add rotation keyframes.   * Press ''K'' to add rotation keyframes.
  
-The animation frame should now looking similar to the image below.+<WRAP center round tip 60%> 
 +''Copy Subtract'' stores the rotation from the stored bone matrices to the to-copy bone matrices. Hence the bone pose stored above is the rotation from the neutral pose to the look forward pose. This is then subtracted (''Negate'') from the look up pose. This can be also double inverted to do it slightly differently with the same result. Select first the shift forward frame then the neutral frame and untick ''Negate'' while pasting. 
 +</WRAP>
  
-{{ :democap:look_up_down_modified.png?direct |}}+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. 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.
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 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. 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.1742746891.txt.gz · Last modified: 2025/03/23 16:21 by dragonlord