Sprint 6: New Team / Solving Old Problems
Above is a clip of the sequencer I put together with the motion capture done prior to my introduction to the team. The data we have jumps from position to position but tweaking the visibility makes it easy to cut the chaff and use what is needed in a shot. If needed the sequencer can be adjusted.
So a major issue that my team was having was getting motion capture data from the Xsens to work in Unreal. I immediately took to what I know and went through Motion Builder to hopefully get it work. Luckily the pipeline I found worked beautifully and expedited the process.
So the pipeline is as follows.
Desired Rig into Motion Builder
↳Characterize the Rig
↳Save out Characterized Rig
↳Merge Motion Data With Characterized Rig
↳Characterize Motion Data
↳Change Characterized Rig Source to Motion Data
↳Bake Motion Data to Characterized Rig Skeleton
↳Bake Motion Data to Characterized Rig Control Rig
↳Select Characterized Rig Skeleton
↳Export Characterized Rig Skeleton
Take Characterized Rig into Unreal
↳Import the Characterized Rig
↳Import Characterized Rig Skeleton(s)
The pipeline appears to be long but truly it isn't. The 35 individual motion data files given to me took little to no time at all each: roughly 6 minutes per file. There are around 18 new files to be processed but with this pipeline myself or my fellow animator will take no time at all.
For the new 18 files I acted in the Xsens suit. This was a fun reminder of my time in the motion capture course. This time around I believe we tried to take into account the environment rather than what I believe to have been done prior.
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