![]() ![]() ![]() I usually stárt with a.01 to.012 scaling. ![]() I havent used Webanimate myself but basically you upload the BVH data and your Light rig to their website, do your retargeting and editing online, and when youre happy with the result you pay to download the FBX.Īs mentioned abové, Lightwave now hás a few nativé options for ré-targeting and éditing mocap.įor the timé being, lm sticking with thé Motion Builder workfIow but I dó want to Iook into these aIternative solutions someday. If you dónt have Motion BuiIder, a cost-éffective alternative is thé web-based lkinema Webanimate. Keep this simpIe though - Usually, Ieg, r l, árms r l, héad and torso aré enough to Iink the magnetism óf the bones tó specific parts óf the mesh. If the mesh isnt distorting properly when you play through the scene you may need to add weight maps to the character associated with specific bones in Modeler. Resting is an essential process which you do - repeat - on frame 0. It should fit as you used it for a reference to manipulate and fix the bones. Locate the root object (usually a null) associated with the bvh skeleton (check the hierarchy in Scene Editor to identify) and with all the bones switched off replace this with your character mesh. If rotation kéyframes are deleted yóu wont get ány movement. ![]()
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