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Lamias
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Lamias
Posted 9 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 646,
Visits: 2.9K
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Hello guys, how is everybody? :) I am facing a problem and i would like some feedback. I have a 3rd party character which was converted to iAvatar. The problem is that, no matter what motion i choose to apply on it, this weird thing happens. 76% of original size (was 665x19) - Click to enlarge I did some tests, and the one thing i realised is that this problem occurs when the character moves vertically, not horizontally. To clarify, it goes like this: if i apply a walking motion, and press "reset pivot", everything runs smoothly, because the character walks on the X axis. But if i apply a motion which makes the avatar's body move on the Y axis (ex. falling down, jumping), then this anomaly appears. Also, all physics simulations are off and no baked animation exists. Any thoughts? Thanks :)
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My YouTube Channel Phoenix ;)
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Kevin.S
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Kevin.S
Posted 9 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1.2K,
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Lamias
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Lamias
Posted 9 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 646,
Visits: 2.9K
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First of all, there is a chance i described my issue wrongly :P The default pose of the character is ok. When i import it, it looks like this. 76% of original size (was 665x19) - Click to enlarge Everything is cool, nothing penetrates anything and no anomalies occur. The same thing happens if i apply a motion which makes it move vertically (eg. walking). No distortion on the meshes. However if i apply a motion that makes her body go up or down (eg. jumping), only then those meshes go crazy. The image i posted before was the ending of a "falling down" motion, that's where i observed the issue. So now i believe i explained it better. Could it still be the thing that you guys are telling me, or is it something else? Thanks for the replies :)
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My YouTube Channel Phoenix ;)
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Kevin.S
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Kevin.S
Posted 9 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1.2K,
Visits: 71.8K
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Lamias
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Lamias
Posted 9 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 646,
Visits: 2.9K
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Hey thanks for the replies. I will most certainly follow exactly what you are saying because i really want this to work. The problem is, my knowledge is too limited to understand your posts. :P Furthermore, I downloaded the model along with other stuff, so i don't know how it was converted and what method was followed for bone mapping etc. :( The other avatars seem to work fine though. Anyway, i have many questions...: 1) So, this is caused by a bone/bones? If so, how can i see which bone is causing this and how do i fix it? 2) I don't know what you mean when you are referring to ("local space"), or the term "orientation axis". Could you be a little more specific on how to use this advice? I wish to follow your thinking, but i am still young to all this, sorry. Thanks for the time you take to reply!!
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My YouTube Channel Phoenix ;)
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Lamias
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Lamias
Posted 9 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 646,
Visits: 2.9K
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Update: I am doing some tests with 3DXchange, and i think that her breasts are causing the problem. In the calibration of the upper body, her breasts move awkwardly, like staying in place while the rest of the body moves: 76% of original size (was 665x19) - Click to enlarge So the problem is probably there, but i have no idea how to correct it. This is the full 3DXchange panel: 76% of original size (was 665x19) - Click to enlarge Am i on the right track?
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My YouTube Channel Phoenix ;)
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michael7
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michael7
Posted 9 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 420,
Visits: 1.2K
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Lamias (9/15/2016) Hey thanks for the replies.
I will most certainly follow exactly what you are saying because i really want this to work. The problem is, my knowledge is too limited to understand your posts. :P Furthermore, I downloaded the model along with other stuff, so i don't know how it was converted and what method was followed for bone mapping etc. :( The other avatars seem to work fine though.
Anyway, i have many questions...:
1) So, this is caused by a bone/bones? If so, how can i see which bone is causing this and how do i fix it?
2) I don't know what you mean when you are referring to ("local space"), or the term "orientation axis". Could you be a little more specific on how to use this advice?
I wish to follow your thinking, but i am still young to all this, sorry.
Thanks for the time you take to reply!!
Hi. Regarding your question on local space and orientation space reallusion has a video explaining it a little more here; https://www.youtube.com/watch?v=EegIEm7w7z0
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Lamias
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Lamias
Posted 9 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 646,
Visits: 2.9K
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Thanks Sw00000p, this is very detailed! I will delve in it tomorrow with a clear head, and i will post my progress. Just a quick question though. Can't i just dispose of the breast bones? I don't care about them, could i just erase them in some manner? Thanks!! @Michael7, Thank you my friend, i will see it tomorrow!! :)
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My YouTube Channel Phoenix ;)
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Lamias
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Lamias
Posted 9 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 646,
Visits: 2.9K
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Yep, we did it! Here is the new avatar, with nothing penetrating/sticking out/being weird at all. Everything stays in place: 76% of original size (was 665x19) - Click to enlarge Sw00000p, i think this is the 5th or 6th time that you provide me with full help. You give very detailed information, but you also make me practice on my own to achieve stuff. I really thank you for that my friend :)
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My YouTube Channel Phoenix ;)
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Joevolve
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Joevolve
Posted 9 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 27,
Visits: 278
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I have a problem am hoping some one here can solve it for me. I converted my mixamo animations in 3dxchange so as to use with the iclone character creator characters then export them for use in unreal engine, the issue here is that iclone adds a rootbone to the converted skeleton and the animations have their root motion in the hip, so when they are exported into unreal engine the root motions aren't detected is there anyway I workaround this or better stilll create root motion for the added bone when editing the animations in iclone 6
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