Tweaking mocaps

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Posted 11/14/2009 4:20:47 PM


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I did not dare to speak in English so I will give an explanation in the form of printed text

The main problem in converting the mocaps (CMU, for example) is the joints of model after the conversion obtained in the very... unusual position.

To fix this, imagine that you are a doctor and just pull down bones with "Move" tool. All the bones will be in right place. Automatically. It's simple but powerful

Hope it help!

P.S. If anyone can help in the translation of above text in correct English, I will be sincerely grateful


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Igor
Post #32096
Posted 11/15/2009 5:30:28 PM


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I did not dare speak English So I will give an explanation in the form of printed text

The main problem with converting mocaps (CMU, for example) is that the model's joints, after conversion, are in a very unusual position.

To fix this, imagine that you are a doctor and just pull down the bones with the "move" tool.

The bones will fall into place, automatically. It's simple but powerful

Hope this helps!

Your English isn't that bad, I have no doubt you will soon become proficient in written English, with speech sure to follow!

Thanks for the tutorial and thanks again for responding to my Giff problem

Chris  

Post #32204
Posted 11/15/2009 9:35:12 PM


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kurzal, your English is excellent

thank you for your contributions
Post #32223
Posted 11/17/2009 6:48:46 AM


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Thanks, Chris

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Igor
Post #32342
Posted 11/17/2009 6:50:12 PM


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hi Kurzal,
that is an excellent way to use the motion layer, to fix motion capture abnormalities, The key here is to make sure you are at frame 1 on the timeline when you are fixing the twisted joints. That will assure that the fixes will propagate through out the animation. Thank you for demonstrating that.

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Post #32380
Posted 11/17/2009 10:20:55 PM
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Thank You RL for the 3ds Max pipeline. Editing mocap in iclone is a Joke!

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