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mtakerkart
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mtakerkart
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.2K,
Visits: 29.2K
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I tested only the portage into Iclone. It works but you need to import in udk first then in Iclone. CC4 recognize the structure but it's a mess.   But it's ok in UDK :  After characterizing In CC4 , you can add the motion that could be apply to your custom character. 
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4u2ges
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4u2ges
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.3K,
Visits: 16.8K
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Interesting. Did you make a .3dxProfile for importing into IC/CC FBXs exported directly from MoCapade?
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mtakerkart
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mtakerkart
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.2K,
Visits: 29.2K
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4u2ges (9/1/2024) Interesting. Did you make a .3dxProfile for importing into IC/CC FBXs exported directly from MoCapade? I don't have the option to export to 3ds file, only unreal. As I feared, there is a problem of foot slidding, and I cannot correct it with the motion correction. I willingly kept my right foot as a pivot because even with my neuron mocap it is a recurring problem.
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4u2ges
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4u2ges
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.3K,
Visits: 16.8K
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I was actually referring to custom 3dx profile for direct import of MoCapade Unreal fbx into iClone and CC. But I made one anyway. Just drop it to C:\Program Files\Reallusion\iClone 8\Program\Assets\Share\CharaterizeProfiles and C:\Program Files\Reallusion\Character Creator 4\Program\Assets\Share\CharaterizeProfiles Then it will be fetched and applied (after IC/CC restart):  Foot sliding notorious for any mocap (not to mention from a video). Unless they come up with reliable AI foot planting, it's just a toy or can only be used while hiding feet with camera. Or else a lot of manual work with reach targets would require (not with motion correction - which is another toy).
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mtakerkart
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mtakerkart
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.2K,
Visits: 29.2K
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Wow! Cool it works. Where did you find it ?
For the slidding foot I didn't see descent tutorial. Only this one wich assume that motion correction detect all the foot contact. But in my case it detect only 2 positions of my right foot.
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4u2ges
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4u2ges
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.3K,
Visits: 16.8K
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I made that profile. Most any FBX files have a rest pose as T-pose. So I imported fbx from MoCapade to Blender (export Unreal without blend shapes option form MoCapade), switched to the Rest pose and exported without baking animation. Then imported to CC, in Characterization tweaked bones to have the Unreal T-pose look more like an RL T-pose (hardest part - specifically for fingers). And then mapped bones and saved 3dx profile as custom. Regarding feet slide, I have more or less stable routine working with reach targets. It is pretty much similar to Motion Correction, only manual where I have more control over it. I have 2 same characters with same movement where I move feet of one character with mostly L/R Reach objects (actively using transition curves) while having second character as a reference and trying to match planted foot without sliding. I do not have a video of a process itself, but I have a video of a result. And yes, although it's time consuming, the achieved result can be perfect with zero sliding.
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AutoDidact
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AutoDidact
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 2.1K,
Visits: 13.6K
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I Installed the Desktop Meshcapade app on my Imac several months ago the FBX files retarget great with my Blender ARP rigs
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mtakerkart
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mtakerkart
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.2K,
Visits: 29.2K
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4u2ges (9/2/2024) I made that profile. Most any FBX files have a rest pose as T-pose. So I imported fbx from MoCapade to Blender (export Unreal without blend shapes option form MoCapade), switched to the Rest pose and exported without baking animation. Then imported to CC, in Characterization tweaked bones to have the Unreal T-pose look more like an RL T-pose (hardest part - specifically for fingers). And then mapped bones and saved 3dx profile as custom.
Regarding feet slide, I have more or less stable routine working with reach targets. It is pretty much similar to Motion Correction, only manual where I have more control over it. I have 2 same characters with same movement where I move feet of one character with mostly L/R Reach objects (actively using transition curves) while having second character as a reference and trying to match planted foot without sliding.
I do not have a video of a process itself, but I have a video of a result. And yes, although it's time consuming, the achieved result can be perfect with zero sliding.
Thank you again , now it's very easy to import in Iclone. Meshcapade is in beta so I imagine they will refine the sliding issue. There is still some root jittering but the result is quite encouraging considering the simplicity of the mocap.
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sunnyviewtech
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sunnyviewtech
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 27,
Visits: 473
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With our monocular camera-based motion capture software, Dollars MONO, you can also capture motion in real-time from a camera or video file and transfer the motion capture data to iClone. We also support facial and finger capture.
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Kelleytoons
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Kelleytoons
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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I'd advise folks to try the freeware Rokoko Vision. It works pretty solid and unlike a lot of other solutions is COMPLETELY free (no limitations on anything). It will work with a video or a webcam. (They DO have a paid version but it works with two cameras for better capture. But the single camera version is pretty damn good. You should at least check it out - it comes into iClone just fine with no fiddling at all if you use the Mixamo export).
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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