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By all means share the files. This post includes the info in the files.
Here’s what I’ve worked out.
1. Character>Biped Guide
2. Character> Rig From Biped Guide. I pick “skeleton Spine,” though it shouldn’t matter.
3. Delete or hide the Guide
4. Select Biped. Motor>Tag Rig. I tag as follows:
cog --UpperBody
spineroot --Lumbar1
chest—Lumbar 4
pelvis --HipPlate
rthigh --RRoot1
rShin --RShin
rfoot --RightFoot
rclavicle --RShoulder
rupperarm --RBicep
rforearm -RForearm
rwrist --RHand
neck—Neck
head --Head
rtoe --RFootBone2
In all of these, I’m just specifying the right side of the rig. You must check to make sure that XSI has automatically filled in the left side [B]correctly[/B]. Sometimes it will assign the wrong left bone.
Click “Apply” . Use the same page to Save the tag file as something like DefaultRigtag. close that PPG with the “X” at upper right
5 Motor>Mocap to Rig. If you’ve got Biped selected, it will be filled in the bottom slot of the PPG.
6. Specify “Biovision”
7. Navigate to where your CMU BVHs are. Pick one.
8. Pick “Create” Tag Template, bringing up the TagPPG page
9. After the first frame of the BVH comes up as a hierarchy of nulls, go in and reset the rotations of all the nulls onthe BVH model. Then use the rotation tool to repose the BVH model to match the default T-pose. For the CMU BVHs, this means basically selecting the 2 hips and 2 shoulders, hitting Ctrl+Shift+R, then rotating the hips down to bring the legs parallel to the rig’s T-pose.
10. In the “TagPPG” page, I tag as follows:
cog --Hips
spineroot --Spine (I think one could also tag spineroot, but this is what has worked for me.)
chest --Spine1
pelvis --LowerBack
r thigh-- RightupLeg
rshin --RightLeg
rfoot --RightFoot
rclavicle --RightShoulder
rupperarm --RightArm
rforearm --RightForeArm
r wrist --RightHand
rhand—Leave it blank; there aren’t enough nodes
head --Head
neck --Neck
r toe --RightToeBase
rheel, lheel --leave blank.
Click “apply” to use it without saving or “Save” to save it as your CMUtag file. I recommend the latter. Close that PPG.
11. If the “MOCAP to Rig” PPG is still up, and you’ve saved the CMUtag file, you can load it in Step 3. If that PPG went away, and you reopen it, I think the file will be filled in there.
12. Biped should be selected in step 4, Target Model. If it isn’t pick it now.
13. Click “Apply.” a progress bar should come up, saying “processing Mocap Data”
14. Close the “MocaptoRig” PPG. Scrub the timeline--watch Biped move! I find it a kick every time I see my meshes move!
15. Use Adjust in in the MocaptoRig PPG to add offsets to the Biped positions and rotations.
I know one can refine the tag files further (there are variants to handle fingers and foot roll --the latter would probably work better on the default rig), and one can also, according to the XSI wiki, tag a bone and a controller at the same time. If youfind better tag assignments, let me know.
I’m putting mocap now on a simple rig that comes with Quidam characters, and getting good results, but the tag files are different of course. I think it would work best on a rig with no IK.
I have gotten crashes sometimes. Most often, it’s when there’s a mismatch in the tag files. If you look down in the lower left, you’ll ususlly see a warning to the effect of “Couldn’t find tag : sometag” before XSI goes away. Look at what It also occurs when I try to reapply a second mocap file without getting rid of the first one . Using “Remove” from the Mocap to Rig page, then resetting the Biped Rig to a defalut pose works fine.
I feel a bit skimpy on the theory behind mocap. For example, I don’t quite get why one tags roots sometimes and bones other times. Can anyone offer an insight?
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