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Now you should add the motions to a new animation clip and this clip could be used with your previously rigged character.It uses patented IP to IKinema project Orion, full body mocap from 6 HTC-Vive. Add this new skeleton to an animation group. If you need to import additional motions for this character, you should select the ‘Create New Skeleton’ option when importing.
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I usually will covert the animation to Animation Clips, which helps with reuse of animation sequences as well as retiming. Add character and bones to animation group.ĩ. But you might have more to adjust with more complex characters.Ĩ. I almost did not have to adjust any of the bone weights (I had to adjust a little around the fingers and thumbs). The character shown above is a simple low poly man that I created in Carrara (around 2000 polygons). Scrub through the timeline to watch the animation and to check bending as well as bone influence on the character mesh. Attach bone hierarchy to character and adjust weights as needed. Then, translate the bones to place the joints where they should be on the character.ħ. You should select the bone group and scale it to the character’s height. Align motion bones with character size and shape. Export motions including T-pose from iPi Mocap Studio using general FBXĦ. That character (I use either one or two xbox Kinect cameras)Ĥ. Use iPi Recorder and iPi Mocap Studio to create motions required by the story for Create story, design set, storyboard, etc.ģ. This speeds up the rigging process and creates the shortest/fastest path for taking iPi created animations to Carrara. With this procedure, you are applying the iPi exported rig directly to your character. If you are like me and not afraid to model or if you locate unrigged characters around the internet, this might be of interest to you. This is what I use most with my personally created animated characters. Using Carrara and iPiSoft tools with unrigged characters The bone naming hierarchy used depends on my chosen workflow for the project. Instead, my characters’ bone / skeletal rig hierarchies are either based on the bones exported from iPiSoft tools or based on structures exported from iClone. Of course I could import a motion file and apply the ‘Track’ modifier to various bones to get my characters to track/move with the imported bvh bones regardless of naming conventions. Since Carrara does not have rig retargeting like what is in Maya or in Lightwave with Nevron Motion plug-in, I need to make sure my characters use rigs that have bone naming conventions compatible with the tools used to create the motions. I mostly work with my personally created characters, such as the Lego characters in a few of my movies. IPi Motion Capture™ supports off-the-shelf cameras, depth sensors and motion controllersWhen using mocap to animate my characters in Carrara, there are two categories of workflows to consider one for pre-rigged characters (such as the Daz or Poser models) and the other for characters that are not rigged yet (personal creations, others from public domain, etc.).