Profile Picture

How to import iPiSoft Mocap animations to 3DXChange 7 (Pipeline) so that they can be applied to...

Posted By david sharp 4 Years Ago
You don't have permission to rate!

How to import iPiSoft Mocap animations to 3DXChange 7 (Pipeline) so...

Author
Message
david sharp
david sharp
Posted 4 Years Ago
View Quick Profile
Senior Member

Senior Member (321 reputation)Senior Member (321 reputation)Senior Member (321 reputation)Senior Member (321 reputation)Senior Member (321 reputation)Senior Member (321 reputation)Senior Member (321 reputation)Senior Member (321 reputation)Senior Member (321 reputation)

Group: Forum Members
Last Active: Last Month
Posts: 20, Visits: 257
How to import iPiSoft  Mocap animations to 3DXChange 7 (Pipeline) so that they can be applied to iClone 7 character models ? I'm new to this and having problems. .......

  I have some Mocap animations I produced some months back in the latest version of iPiSoft Mocap software and I am importing them to iClone 3DXChange 7 (Pipeline) 
 and I just cannot get them to export to iClone 7 from 3DXChange 7; I can import the FBX Mocap bones (bare bones, no skinned mesh as iPiSoft doesn't skin) from iPiSoft to 3DXChange 7 and even hit play to see them be animated within 3DXChange but the 'Apply To iClone'  (on the animation) button is greyed out so I cannot send the animation to iClone 7.

I did however, manage to get  Mixamo animations working in iClone 7 using the workflow:  Mixamo animation to FBX file, import to 3DXChange 7 and then via the 'Apply To iClone' (Animation View) button in 3DXChange. In order to do this I watched some YouTube videos and the convention from what I gathered was to initially drop a zero frame 'T-Pose' Mixamo model into 3DXChange (I used the 'xbot' one) and then under that model in 3DXChange click on 'import' and select a Mixamo file with an animation whose bones correspond to that Mixamo T-Pose zero animation frame model and then click on 'Apply To iClone'. (for the animation this all worked fine).

So given that this worked my understanding was that you select a T-Pose Skeleton with zero frames and then on that T-Pose skeleton in 3DXChange import animations with the same skeleton and then send those animations to iClone 7; trying to repeat this with ipiSoft human skeletons is proving to be difficult.  One thing I noticed with Mixamo and 3DXChange is that if you do not include a 'Mixamo' MESH skinned to the bones you are importing into 3DXChange, 3DXChange will not allow you to export to iClone7 (the 'Apply To iClone' button is greyed on the 'Animation' 3DXChange section) so maybe this is something I'm doing wrong with iPiSoft i.e. not skinning the bones both for the T-Pose and animations with some sort of skin mesh - I dunno i.e. if you don't include the Mixamo mesh (the bones only) 3DXChange doesn't even detect that it's a Mixamo file and the entire process fails.

One problem is that iPiSoft doesn't I think provide you with an option to export a file with zero frames (or 1 frame ? I dunno what is required in 3DXChange) for the 3DXChange T-Pose, also I tried a few Export options on iPiSoft for my Mocap i.e. FBX - ipi Rig, 3DX Max BiPed, iClone 3 ( I read someone in these forums that this option doesn't work anymore with iClone 7 / 3DXChange 7 etc) and still no luck, I cannot export from 3DXChange to iClone using iPiSoft Mocap.

I even tried exporting the entire iPiSoft animation to 3ds Max 2018, creating a zero frame T-Post (length 0) with a key frame on it, importing it to 3DXChange 7 and THEN importing the entire long ipiSoft animation onto that initial T-Pose skeleton in 3DXChange and this failed, I think it couldn't link the 3dsMax modified skeleton with the ipiSoft FBX Mocap (even though they ultimately had the same origins, the T-Pose and the ipisoft skeletons didn't even look the same when I did this, I am not sure why 3ds Max modified it to look different

I even tried what one guy suggested on YouTube who was using some app named Glycon and that is to import the T-Pose skeleton from Mixamo (xbot it is called) and then import his Glycon animations onto that Mixamo T-Pose 0 frame charcter; so this didn't work I think I got an error message stating that I 'had to convert the skeleton to a 'non standard skeleton' but what does that mean and how do I do that exactly ? .. remember I had a Mixamo T-Pose skeleton and I was importing my own iPiSoft Mocap skeleton data.

I am really confused about what to do in order to get an easy and working workflow from ipisoft Mocap -> 3DXchange -> iClone; I just don't know how to get it working or get it working efficiently in the most automated way possible ?

I had a go at trying to convert the iPiSoft skeletal animation into a 'non-standard skeleton' in 3DXChange 7, the picture of the skeleton has a 'red circle' denoting error I assume and most of the options are greyed out with the exception of bone Size and Load and Save T Pose buttons, I see lots of presets here on a drop down menu box (Custom, 3DS Max Biped, Daz4 Genisys,  Maya Human-IK etc) but no iClone option. I don't know what to do in this 'Non-Standard Skeleton' section of 3DXhange or why am I doing it ? am I here meant to be mapping the bones in the 3DXChange treeview menu with the ones in the 'non-standard skeleton' dialogue section ? and if I  do this will I be on the road to getting iPiSoft mocap to work with 3DXChange ?

Please help your advice is much appreciated, I am tearing my hair out with this one.

UPDATE: 'some progress but not much' .... In 3DXChange I selected the 'root' bone in the Scene Tree view and then I noticed under the 'Modify' view that there was another 'Apply To iClone' button but for me imported ipiSoft Mocap data this button was enabled so I pressed it and it did send the ipiSoft animated human bones to iClone and the bones were on display in iClone and when I hit play in iClone they animated but there was no way of connecting those bones to a character in iClone. Note this 'Apply To iClone' button which was enabled is not to be confused with the 'Animation' View  'Apply to iClone' button which is ALWAYS greyed out for any iPiSoft imported content. I suspect that this is a case of me somehow having to conform the imported ipiSoft Mocap data to an iClone friendly skeletal configuration but I don't know how to go about doing this either manually via some long winded way of mapping the iPiSoft Mocap bones to something iClone compatible or in a more automated way ... PLEASE HELP !! thanks in advance.

Also  I noticed in 3DXChange Root Node I selected under the Modify View was classified as 'Prop' does this sound right to you ?






Reading This Topic