Retargeting Human Performance: MotionbuilderMotionbuilder is used to retarget your motion capture data to a character model.
Alternatively you can create your own avatar at Autodesk Character Generator*** or Adobe Fuze that we have installed on ACCAD computers. You can also download an existing avatar from Mixamo or upload your own model there for rigging. If rigging your own model it is recommendable to follow Motionbuilder skeleton naming convention for faster characterization. You can find it some guidance on creating your own skeleton here. To retarget data: 1. Open FBX with your motion data. Go to Schematic View and delete System and Unlabeled Markers. Go back to Producer Perspective.
**Read More about Character Definition below**
5. Select Model Character in the Navigator, double click to expose Settings. In Character Settings choose Character as Input Type and Mocap (character) as Input Source. Click Active to view the motion in your model.
6. Experiment with Character Settings to adjust the general fit. Experiment with the Solving and Retargeting slider values. This is a craft more than science and may require different focus for different types of characters, their proportions relative to that of your mocap performers and their actions. If your character has some extreme back bending happening in the take you may want to play with Stretch settings for the spine joints. You will probably find that some extreme poses will look unnatural and cannot be fixed with Character Settings. This is ok and means some extra work needs to be done either to change/improve the rig of the target model or correct with additional animation, using Control Rig and Animation Layer(s) in Motionbuilder. ** If your model has a skeleton that does not follow Motionbuilder naming convention, the automatic characterization will not happen. You can use Character Definition to Alt+Drag and Drop (x+Drag and Drop for maya controls) individual bones into appropriate areas. Then click on Create Control Rig to finish Characterization process. *** Skeletons downloaded from Autodesk Character generator have Neck and Neck 1 joint. If using the standard Vicon skeleton as a mocap source remove the Neck and Neck 1 joints in the target skeleton. To do that switch to the Character Definition tab and uncheck Characterize. Then delete Neck 1 and Neck 2 from their slots. Check Characterize again. Note that all the Character Settings (ie Reach, Offset etc) may get reset to default as a result of this operation. Cleaning Skeletal Data in Motionbuilder 1. Select the Hips node of your Mocap character. Right click/Select Branches. 4. Without deselecting the joints, run Butterworth filter (the default setting of 7 Hz is fine). 5. Now look for flickers and twists on joints at the end of hierachy chains: head, hands, toe bases and feet. If you notice brief twists where the joint is in the same or similar position before and after the problem area, you can select the corresponding frames and delete them. Experiment with flat or spline tangents for the beginning and end frame of the gap to get the desired movement quality. Most of the time you will probably need to work with joints further up the chain (ie Forearm) to fix the compound rotation problem. If the twist lasts for a long period of time and the movement is complex, Plot the character to the Control Rig and use IK and FK effectors to animate over the problematic areas. Use Additive Animation layer to add expressiveness and change pose while preserving the timing of motion. Use Override Layer to replace animation. Key the Override Layer Weight to control its influence (as oppose to using Zero keys in Additive layers). Note that if you have accidentally keyframed a control effector in an Override layer and then removed the keys, you may still experience undesirable movement in the control effector. You may have to key IK Blend and Pull values the for the Effector in question to fix the problem. To add more takes to the same character or other characters in your scene: Merge motion data from another file. Do not choose the Apply Namespace option. If you did use different namespace for your motion data, make sure you use the same Namespace for additional imports of data for the same peformer. If you want to add takes to multiple characters in your scene make sure you use the Namespace that matches the respective character/skeleton. |