Using mo-cap data for animations
Posted 20 May 2012 - 06:52 PM
I want to download some mo-cap data files (actually, from some university's website that someone suggested on these forums in answer to a Q I had about free/low cost mesh and animation resources). What's the process by which one makes actual models and animations from these mo-cap data stuffs? Even better is if I could somehow intake the mo-cap data and produce meshes and subsequent animations procedurally.
Posted 20 May 2012 - 08:01 PM
Posted 21 May 2012 - 08:45 AM
Basically you create a mesh with it's arms and legs spread out.
Create a skeleton that matches the one used in the mocap data and match it's position to the mesh.
Generate bone weights for each vertex.
The actual details of how to do each stage vary with your tool chain, it's very different in 3ds max from how you do it in blender, but it general, that's how it works.
Then when you animate the mesh, you position the skeleton, then use the bone weights to position each vertex relative to the bones.
In principle, it's really easy. In practice, a nightmare. I'm not a graphic artist and rigging a character usually ends up with me throwing things at the wall. The usual things, mice, monitors, people... occasionally desks ..
Posted 23 May 2012 - 01:37 AM
And yes, I'm trying to avoid throwing stuff at walls. All of those things, lol.
Btw, is this why online deals like Mixamo.com (or whatever) are good stuff? What do products like that offer compared to simply getting some raw mo-cap data such as the stuff I mentioned above from that university?
Posted 23 May 2012 - 06:40 PM
Raw data from a mocap rig is likely to be provided on a "here's what we have...good luck" basis, if you know what I mean. It'll be a lengthy, tricky process to munge it into something usable in-game.
Posted 26 May 2012 - 03:58 AM
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