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Hello, I am completely new to FBX and I have a rather specific question…
I have joint angle data from motion capture, which contains information about 15 nodes that make up a human body. The information about the nodes contain its translation with respect to its parent (ex. the lower arm node is the parent of the hand node), and 3 vectors that defines the local axis with respect to its parent.
Anyway, I’m looking for a way to take the raw data and somehow convert it into a fbx animation, and apply inverse kinematics on it, how should I go about starting this? I have the SDK and knowledge in C++.
Thanks for your help in advance.
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Hi, PowersWithin
Basically, what you need to do is in each frame, for each node, combine the joint angle info into global transformation matrix, then extract TRS values from this matrix, and set them to corresponding curves.
For the combination and extraction, I cannot tell you how to do it exactly now, cause I cannot figure out what the joint angle info stand for from your decription.
To set extracted TRS values, please take a look at the \examples\ExportScene01, there is a function AnimateSkeleton(), where you can find how to create animation by FBX SDK.
Jiayang Xu
Maya Data Platform
Autodesk
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