maandag 31 oktober 2011

Fixing mocap data in Blender

I have been trying to adress the issues concerning the motion captured walking animation in my previous post. I figured a way to make the character 'walk in place' instead of moving from a given offset without adjusting the keyframes manually. In Blender's dopesheet, it is possible to turn of the influence of certain channels. It is sufficient to turn off the influence of the x- and z-location of the master bone to make the character walk in place without losing the 'up-and-down' effect present in a good walking animation.

I'm currently still searching for a way to make the animation loop properly. I have tried copying the first frame of the animation, pasting it in a appropriate frame and deleting a few keyframes before the pasted frame to ensure proper blending of the animation. Unfortunately this didn't yield any interesting results. I will continue looking for a decent way to loop the animation without too much manual editing.

In the meantime I have come across a way to retarget mocap armature data to an existing armature using the following tool. I haven't tried it yet (and don't know if I will because I'm quite satisfied with the results so far..) but it is worth keeping in mind.

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