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MOTOR in XSI 7
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i used the .tagt files that Mark has sent to me, and it worked. If he gives permission, I can send you the files. I think the main crashing problem though is the way we apply mocap to rig. In that dialog box, at the tab that asks you to open or create a .tagt file for the mocap rig, don’t open but press on create. then in the tag rig window, load a .tagt file for it.



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  • sin2theta
  • Posted: 30 November 2008 03:56 AM

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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  • sin2theta
  • Posted: 30 November 2008 03:58 AM

See my post a little later in this thread for detailed directions.



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  • giyomu
  • Posted: 30 November 2008 09:54 AM

Hey thanks for sharing this , I will have a go with that and let you know if it works for me ^^

Well pretty cool , at least I don’t get crash from now , but my arm look like they doesn’t get the motion form the bvh, I guess I did wrong things somewhere ^^.
But I am pretty happy to see it moving !

thanks



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there are 2 .tagt files in the zip. One is for the biped rig and the other for the CMU mocap rig.



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  • giyomu
  • Posted: 01 December 2008 09:52 AM

Hey thanks for the zip , i will try out.

Well This is working well, get some issue with flipping vertebrae, but I am using quaternion spine in my case , anyway for the usage I have with mocap for my game character this is will work quite enough

Big thanks to you, and as a stupid my arm wasn’t moving because I had forgot to tag the arm effector controller ( i did with the bone hand first, silly I am ^^)

I made few different tag for other mocap I found and this is work not bad at all, when i got time I will put some info about that on my blog

hey and for the fun ^^
http://www.giyomu.com/Unity/RawFile.html



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  • burg
  • Posted: 03 December 2008 11:41 PM

Hey Guys,

I’m getting a weird problem at the moment with MOTOR in XSI 7.01.  I’ve imported a rig from another scene that had a .motor file applied to it which was subsequently plotted. So in my new scene I went round all the bones etc and removed the animation from transforms and used the Synoptic to reset it to T-Pose ready to begin.

I then tried to use Mocap-Rig and setup everything up and picked the rig imported, but the Step 5: Motor Controls still remain greyed out.  If I load in the stock Biped rig and pick that the Apply appears.  So I clicked apply on the stock rig, copied the script in log and ran it again but with the my imported rig name substituted and it worked!  But I can’t remove or plot unless I do it on the stock rig first and then retype in my rig.

Any idea’s how I can get around then without having to retype stuff and run it all the time?

Cheers

Burg



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  • jams002
  • Posted: 19 December 2008 09:58 PM

what kind of bike is that???is that like an ninja type?

___________________
Great thing to know about busby seo test.



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Buraque,

When I use your tag file for the biped rig seveal things happen,

1. The chest slot is open. I need to manually place the chest peice in.

2. When I apply rig to rig, the model and the rig suddenly rotate 90 degrees. So the character is laying face down on the ground. The animation works, but i cant rotate the character back to his original position. As a matter of fact, the character wont rotate at all any position.

I am using a standard rig biped in XSI and looking to apply a 3DSMAX rig and animation to the XSI rig. As i said the animation works, but the character is not able to be moved once I apply “ rig to rig “

Any suggestions ?



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Are you resetting the rotations of the nulls in the BVH files?  If you select all of the nulls, and then remove the rotations, resetting the base null will often leave you up with the BVH skeleton face down.  You can either leave the base null alone, or reset it and then rotate it back to face in the direction you want your rig to face.



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