[Sidefx-houdini-list] Autorig generate mocap

Jordi Bares jordibares at gmail.com
Tue Jul 30 10:46:40 EDT 2013


Thanks Edward, will look into it.

Jordi Bares
jordibares at gmail.com

On 30 Jul 2013, at 14:39, Edward Lam <edward at sidefx.com> wrote:

> Hi Jordi,
> 
> I think the "Generate Mocap Rig" button is meant go in the other direction. ie. You import a mocap skeleton, then a mocap rig is created to match it. This mocap rig is then used to drive the animation rig. Since the mocap rig is not expected the match the auto rig, there is an extra mapping process so that the auto rig can be driven by the mocap rig. There's an example of this process with sample files in the docs under /character/motioncapture in the embedded help browser.
> 
> Unfortunately, it doesn't look like there's anything included to generate a rig for the mocap studio, so it needs to be manually created, or the appropriate script written (using mocaprigutils.py for inspiration).
> 
> If you want to go the manual route, the bones required by the "Generate Mocap Rig" button can be found in $HFS/houdini/python2.6libs/autorig/mocappartmapping.py. Look for the "mappings" dictionary.
> 
> Best Regards,
> -Edward
> 
> On 30/07/2013 4:46 AM, Jordi Bares wrote:
>> I am using the auto rig for a job and i find myself there are some
>> issues with the documentation and even diving in the python code
>> seems like I am missing something.
>> 
>> When I see the button "Generate Mocap Rg" I am expecting the tool to
>> strip out a bunch of nulls or skeleton rig with the geometry (pre
>> cut?) so I can send it to the motion capture facility with the idea
>> that they will retarget their animation to my skeleton, and when I
>> receive the data it will not require further editing and offsetting
>> in our side.
>> 
>> The documentation is borderline small, but anyway, diving into the
>> code seems the actual button does not do that at all… Seems like it
>> does the job of mapping the incoming FBX data into my skeleton.
>> 
>> Am I wrong? is there any tool to generate the rig for the mocap
>> studio? Let's not forget my clients need to see their character live
>> being captured, not a bunch of points or stick figures moving
>> around.
>> 
>> thx
>> 
>> Jordi Bares jordi at realisestudio.com
>> 
>> 
>> 
>> 
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