11. Motion capture part 3

 When i finished skinning the body i had to go back to  creating a character definition and assigning the character's joints to the definition panel and changing the source to the mocap data so the character can follow the animation. The character will immediately move to the position of the mocap skeleton and when i hit play it would follow. Ideally you would want the joints of the skeleton to match the character's, in this case it worked fine for me not having it 100% correct. 

 

Although it wasn't correct, the animation worked fine and there weren't any errors. I continued to bake the animation from the mocap to the control rig i created previously. This allowed me to work without the mocap data as the animation was baked onto the rig.


The next step was to edit the parts were there is mesh intercepting other parts. For example the character's hands were going through the head, so i had to edit this.
By selecting the joint that had the mesh intercepting the other, i then went on the channel box and created an animation layer from the selected joint. Doing this helped me to edit the animation without having to work on the main animation that was baked, as this has many keyframes and it would be very complicated to work on.



To fix the animation, i first had to go back to the definition and select the skeleton, then change the IK Blend to 1 to allow me to work on the translate movement, if i wanted to also work on the rotation i could have changed the value of the rotation as well. For this case i only edited the position.

All i had to do now was to find the frames where the mesh was clean, and make 2 key frames of a beginning and an end and then in between them, to move the mesh out and keyframe it. I continued to do this to all the areas that intercepted each other.







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