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Group: Forum Members
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T-Pose too to make it work? not TPose needed if the arm bone are not binding to the Mesh But I'm wonderedbecause the rig is not humanlike , retargeting makes only sence if want you transfert the RL Bone rig to a similar rig for to use the RL Motions. What should your letter X do ? Maybe convert to a non human Character is the better option ?
------------------------------------------------------------------- liebe Grüße vidi
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Group: Forum Members
Last Active: 4 Years Ago
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Back in the office today so I will add what I think are just the head, neck and maybe feet joints and see how that works. Do I need to tweek the model in to an T-Pose too to make it work?
Thanks!
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We are all curious about the Wearnotch capture system. Let us know how it works out.
I've seen a couple people on the forum using Notch.
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Kelleytoons
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Kelleytoons
Posted 6 Years Ago
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Yes, I would add them so that I could use any "traditional" BVH captures, which would just ignore those it doesn't use.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Group: Forum Members
Last Active: 4 Years Ago
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Hi, thanks for the response. So your saying to add bones in that I would not use anyway? Even though the X has no neck or head, your saying to add those joints anyway to make it work?
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Kelleytoons
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Kelleytoons
Posted 6 Years Ago
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No expert here but if this were me I'd add enough bones to your X model so that 3DXChange will accept it as a non-standard human (you'd need head, neck for sure -- that might be all you'd need but without that model I can't say for certain). At that point it would accept any BVH data you could port over, so it would be easy-peasy to map any of the stuff you captured.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Group: Forum Members
Last Active: 4 Years Ago
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Hi All, I have a client that has a letter X as an avatar from their name. I have a WearNotch Mocap system and used 10 notches to capture motion data to use for the 10 bones that I have inside the 3D X. The Mocap data is an FBX file that has a standard human form, but my X object is non human form. I need to map that FBX data to the X and I am wondering if / how that is possible in 3D Xchange? When I start to record the mocap data it has the wearer stand in a neutral position to calobrate. When I press record I have my actor raise his hands in to a T-Pose which then happens about a second in to the recording. Then after that I have my actor do his best to walk and move like the letter X. :) I included 3 images. The 3D model of the X, and 2 images from the start and T pose of the FBX model. Can someone explain to me the process or send me to any docs or videos that describes how to remap the FBX joints to the X 3D model jonts? Thanks!  
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