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democap:tutorialcreatecharacter [2021/11/15 22:07] dragonlorddemocap:tutorialcreatecharacter [2022/01/31 18:24] (current) dragonlord
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 ====== Create Character ====== ====== Create Character ======
  
-//Transcript Soon//+How to set up character on the example of Biomech character: 
 + 
 +**Main Menu:** 
 +<WRAP box right :en>{{ :democap:ui_panel_character.png }}</WRAP> 
 +  * click on <wrap em><wrap hi>...</wrap></wrap> button next to <wrap em><wrap hi>Character</wrap></wrap> combo box. 
 +  * Click <wrap em><wrap hi>Add Character</wrap></wrap> and give it a name. 
 +<WRAP clear></WRAP> 
 + 
 +**Character Profile Dialog:** 
 +<WRAP box right :en>{{ :democap:dialogcharacterprofile.png?400&direct|Character Profile Dialog}}<WRAP centeralign>Character Profile Dialog</WRAP></WRAP> 
 +  * Click again on <wrap em><wrap hi>...</wrap></wrap> button and click on <wrap em><wrap hi>Edit Character</wrap></wrap>
 +  * Click on the <wrap em><wrap hi>...</wrap></wrap> buttons to select model, skin, rig and animation from the <wrap em><wrap hi>/content/models/characters/biomech</wrap></wrap> directory. 
 +  * Click on <wrap em><wrap hi>Origin Bone</wrap></wrap>
 +  * In the 3D view locate the <wrap em><wrap hi>origin</wrap></wrap> bone and click it to set it. It is located between the feed. Hover over the bones to see their names. Use right mouse button to navigate (rotate, +shift pan, +control zoom). You can also write the bone name into the combox or select the bone from the dropdown list. 
 +  * Click on <wrap em><wrap hi>Shoulder Level</wrap></wrap>
 +  * In the 3D view click the red up arrow and drag the plan upwards until it lines up with the shoulder. use the base of the upper arm bone not the clavicle bone otherwise the scaling is off. 
 +  * Click <wrap em><wrap hi>Save</wrap></wrap> button at the bottom to save the character profile and close the dialog. 
 +<WRAP clear></WRAP> 
 + 
 +**Main Menu:** 
 +  * Click on <wrap em><wrap hi>...</wrap></wrap> button next to <wrap em><wrap hi>Configuration</wrap></wrap> combo box. 
 +  * Click <wrap em><wrap hi>Add Configuration</wrap></wrap> and give it a name. 
 +  * Click again on <wrap em><wrap hi>...</wrap></wrap> button and click on <wrap em><wrap hi>Edit Configuration</wrap></wrap>
 + 
 +**Character Configuration Dialog:** 
 +<WRAP box right :en>{{ :democap:dialogcharacterconfiguration.png?400&direct|Character Configuration Dialog}}<WRAP centeralign>Character Configuration Dialog</WRAP></WRAP> 
 + 
 +<WRAP center round tip 60%> 
 +Read first [[slotplacement|Tracker Slot Placement]]. This contains up to date information on how to best place tracker slots. This information supersedes information below if contradicting.  
 +</WRAP> 
 + 
 +  * In group <wrap em><wrap hi>Character Configuration</wrap></wrap> in the <wrap em><wrap hi>Move Calibrate</wrap></wrap> combobox dropdown list select <wrap em><wrap hi>calibrate</wrap></wrap>. This animation move has one single frame and is used to line up the character with the actor (yourself in this situation). 
 + 
 +  * In group Camera Parameters click on <wrap em><wrap hi>Bone</wrap></wrap>
 +  * In the 3D view locate the <wrap em><wrap hi>mixamorig:Head</wrap></wrap> bone and click it to set it. 
 +  * Click on <wrap em><wrap hi>Position</wrap></wrap> underneath <wrap em><wrap hi>Bone</wrap></wrap> to place the camera relative to the selected bone. 
 +  * In the 3D view use the red, green and blue arrows to move the coordinate system where the eyes are. Your HMD view camera will be placed here. Use the rotation arcs to line up the <fc #6495ed>Z axis (the blue arrow)</fc> with the viewing direction (aka pointing forward as seen from the character) and the <fc #008000>Y axis (the green arrow)</fc> with the up direction (aka pointing up as seen from the character). 
 +  * Once done you can fine tune the values in the edit fields for example to snap them to straight angles. In this example the rotation you have to use is x=90, y=0 and z=180. 
 + 
 +  * In group <wrap em><wrap hi>Tracker Slots</wrap></wrap> click on <wrap em><wrap hi>...</wrap></wrap> button next to the combo box and click <wrap em><wrap hi>Add 10-Tracker Slots</wrap></wrap>. This will add default slots suitable for up to 10 tracker usage (head, waist, hands, ellbows, feet, knees). 
 +  * Select tracker slot <wrap em><wrap hi>Right Hand Controller</wrap></wrap>
 +  * Click on <wrap em><wrap hi>Target Position</wrap></wrap>
 +  * In the 3D view move the coordinate system between finger base and thumb base in the middle of the hand. Fine tune this position later if the hand movement is not satisfactory. 
 +  * Click the <wrap em><wrap hi>...</wrap></wrap> button on the line labelled <wrap em><wrap hi>Track Position</wrap></wrap> and click on <wrap em><wrap hi>Index Controller</wrap></wrap>. This will fill in default offset value for use of Index Controller. You could also instead adjust the coordinate system position but it is easier this way. 
 +  * Select tracker slot <wrap em><wrap hi>Left Hand Controller</wrap></wrap>
 +  * Click the <wrap em><wrap hi>...</wrap></wrap> button on the line labelled <wrap em><wrap hi>Target Position</wrap></wrap> and click <wrap em><wrap hi>Mirror from opposite slot</wrap></wrap>. This avoids doing work twice. 
 +  * Click the <wrap em><wrap hi>...</wrap></wrap> button on the line labelled <wrap em><wrap hi>Target Position</wrap></wrap> and click on <wrap em><wrap hi>Index Controller</wrap></wrap>
 +  * Select tracker slot <wrap em><wrap hi>Right Foot</wrap></wrap>
 +  * Click on <wrap em><wrap hi>Target Position</wrap></wrap>
 +  * In the 3D view move the coordinate system to the back of the foot. Adjust this position if the foot does not line up with the ground using trackers. 
 +  * Select tracker slot <wrap em><wrap hi>Left Foot</wrap></wrap>
 +  * Click the <wrap em><wrap hi>...</wrap></wrap> button on the line labelled <wrap em><wrap hi>Target Position</wrap></wrap> and click <wrap em><wrap hi>Mirror from opposite slot</wrap></wrap>
 +<WRAP clear></WRAP> 
 + 
 +<WRAP box right :en>{{ :democap:mtautomatichuman.png?400&direct|Motion Transfer Automatic Human}}<WRAP centeralign>Motion Transfer Automatic Human</WRAP></WRAP> 
 +  * In group <wrap em><wrap hi>Motion Transfers</wrap></wrap> click on <wrap em><wrap hi>...</wrap></wrap> button next to the combo box and click <wrap em><wrap hi>Add Transfer</wrap></wrap>. In the dialog select <wrap em><wrap hi>Automatic Human</wrap></wrap> and click <wrap em><wrap hi>Accept</wrap></wrap>. This motion transfer takes care of complex setup by providing a few simple parameters. 
 +  * Assign all bones. For this click on each bone label and in the 3D view locate the matching bone and click on it. Use these bones: 
 +     * Head: mixamorig:Head 
 +     * Chest: mixamorig:Spine2 
 +     * Right Hand: mixamorig:RightHand 
 +     * Left Hand: mixamorig:LeftHand 
 +     * Hip: mixamorig:Hips 
 +     * Right Foot: mixamorig:RightFoot 
 +     * Left Foot: mixamorig:LeftFoot 
 +   * Select moves used to improve capture results. Select move <wrap em><wrap hi>base ik</wrap></wrap> for <wrap em><wrap hi>Move Base IK</wrap></wrap> and move <wrap em><wrap hi>crouch</wrap></wrap> for <wrap em><wrap hi>Move Crouch</wrap></wrap>. This is optional but improves the result. 
 +<WRAP clear></WRAP> 
 + 
 +**Optional Finger Tracking:** 
 +<WRAP box right :en>{{ :democap:mtfingers.png?400&direct|Motion Transfer Fingers}}<WRAP centeralign>Motion Transfer Fingers</WRAP></WRAP> 
 +This is the most basic motion transfer setup. Optionally you can add transfers to get finger tracking if you have Index Controllers: 
 +   * In group <wrap em><wrap hi>Motion Transfers</wrap></wrap> click on <wrap em><wrap hi>...</wrap></wrap> button next to the combo box and click <wrap em><wrap hi>Add Transfer</wrap></wrap>. In the dialog select <wrap em><wrap hi>Fingers</wrap></wrap> and click <wrap em><wrap hi>Accept</wrap></wrap>
 +   * Change the name of the motion transfer to <wrap em><wrap hi>Fingers Right Hand</wrap></wrap>
 +   * Assign finger bones. Use as base the bones named <wrap em><wrap hi>mixamorig:RightHand{finger}1</wrap></wrap> and as tip the bones named <wrap em><wrap hi>mixamorig:RightHand{finger}3</wrap></wrap> where <wrap em><wrap hi>{finger}</wrap></wrap> is <wrap em><wrap hi>Thumb</wrap></wrap>, <wrap em><wrap hi>Index</wrap></wrap>, <wrap em><wrap hi>Middle</wrap></wrap>, <wrap em><wrap hi>Ring</wrap></wrap> and <wrap em><wrap hi>Pinky</wrap></wrap>
 +   * Select <wrap em><wrap hi>Right Hand Controller</wrap></wrap> as <wrap em><wrap hi>Tracker Slot</wrap></wrap>
 +   * Select <wrap em><wrap hi>hand closed</wrap></wrap> as <wrap em><wrap hi>Move Hands Closed</wrap></wrap>. This is optional but improves quality. 
 +   * Repeat this process to add a second <wrap em><wrap hi>Fingers</wrap></wrap> motion transfer for the left hand. 
 +<WRAP clear></WRAP> 
 + 
 +**Finish Character:** 
 +Click <wrap em><wrap hi>Save</wrap></wrap> button at the bottom to save the character configuration and close the dialog.
  
democap/tutorialcreatecharacter.1637014058.txt.gz · Last modified: 2021/11/15 22:07 by dragonlord