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democap:preparecharacter [2025/03/23 16:23] – [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 =====
- 
-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. 
  
 <WRAP float right> <WRAP float right>
 {{ :democap:look_up_down_modified.png?direct |}} {{ :democap:look_up_down_modified.png?direct |}}
 </WRAP> </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. 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.   * 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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   * Click ''Paste Bone Matrices'' and make sure that in the operator panel ''Overlay'' and ''Negate'' are ticked.   * Click ''Paste Bone Matrices'' and make sure that in the operator panel ''Overlay'' and ''Negate'' are ticked.
   * Press ''K'' to add rotation keyframes.   * Press ''K'' to add rotation keyframes.
 +
 +<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>
  
 The animation frame should now looking similar to the image on the right side. The animation frame should now looking similar to the image on the right side.
democap/preparecharacter.1742746985.txt.gz · Last modified: 2025/03/23 16:23 by dragonlord