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How’s it going.
My mocap experience (only in gaming) has me leaning towards the opinion that most studios use Motionbuilder Actor. I’ve seen Blade and Cortex make superior skeletal solves, but it takes time to perfect and is more difficult for animators/outsourcers to manipulate after setup. Larger files, slower turn around, etc… but I’m sure it varies.
But Actor can do good.
There are some factors with mocap you need to have right to get the good results. The right amount and location of the markers on the performer, a reasonable scale difference between the mocap actor and character, a well positioned and sized Actor fit accurately into the cloud, and of course enough characterized bones, setup in ideal locations to accept the incoming data.
Option-wise, you can adjust stiffness, use Motion Reduction, try Match Source, key Offsets… and most definitely you’ll need to adjust Reaches. MB Actor doesn’t assign priority or weights to markers, it’s pretty much using rigid bodies to move things… so you’ll need to (for example) manually juice up your Reach Hand, key Pulls up, to do things like have a character stretch and touch his toes. Control Rig and animate what you don’t get, using your mocap data as reference.
Hope that helps
-e
Author: Chozopuffs
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