A new version of Cineversity has been launched. This legacy site and its tutorials will remain accessible for a limited transition period

Visit the New Cineversity
   
 
Applying MoCap date to a Rigged Character
Posted: 04 October 2021 07:29 PM   [ Ignore ]  
Total Posts:  21
Joined  2020-06-22

Hello,
I’ve seen version of this question asked, but I don’t think I’ve found an answer that works for me.
I have a character rigged using the character object (currently I used the mixamo rig, but I’m happy to use any of them).

I want to be able to apply mocap data to the rigged character,then use the rig to adjust anything that may need to be adjusted, or to animate the fingers since we aren’t capturing finger data. I am using the Optitrack system, if that makes any difference.

I have tried adding the Character Definition Tag and putting a Character Solver Tag on the rigged character pointing to the mocap skeleton, but that isn’t working.

I have had some luck uploading the unrigged character to Mixamo and downloading a t-pose, but that doesn’t always work with more alien-like characters (Mixamo doesn’t like them).

Here is the project file: https://drive.google.com/file/d/13Y8kWmVCVq4PtXFoRW-JXYijJsz1GRtq/view?usp=sharing
Please don’t judge the character, it is just a test!

Thank you for your help.
-Karl Erickson

Profile
 
 
Posted: 04 October 2021 08:28 PM   [ Ignore ]   [ # 1 ]  
Administrator
Avatar
Total Posts:  12043
Joined  2011-03-04

Hi Karl Erickson,

Thanks for the file, and for using Google-cloud!

Your rig is not a Mixamo Rig.

With a Mixamo Rig, this tutorial will work
https://www.cineversity.com/vidplaylist/cinema_4d_quick_tips/how_to_create_variations_of_mixamo_animations
This requires that the naming conventions are kept, see image, and (!) that the rig has the same amount and constellation as the Mixamo-Rig.

However, please have a look here to see how the two differ (the left side is yours, the right side is the Character constellation of that rig:
https://www.amazon.com/clouddrive/share/WKMYDhdbIHVmV34bgrnnz2LXPXTgEmh31zFujsTSovx

The Spine seems to show a significant difference. Please check how to set up the Character Definition/Solver combination. Note it needs to match on the same base, and with your rig, you need to open the one that will work for Mixamo and replace the parts of your specific rig. Again, the same base, and that will be some work—the Identifier needs for both the same. See image.

If that matches, you can transfer the data to a Mixamo se-up, then the Mixamo Character-Rig works. I have no idea if your capture software allows for this to be fixed before it exports the data.

All the best

 Signature 

Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

NEW:

NEW: Cineversity [CV4]

Profile
 
 
Posted: 04 October 2021 09:02 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  21
Joined  2020-06-22

Thanks Dr. Sassmannshausen.
Our capture software cannot change the joints structure.
A couple(!) of follow up questions:

Is there a way to bind a mocap animation with a joint structure to a character?
Do you know of a tutorial on the Character Definition/Solver? I keep reading the manual, but I’m having a hard time getting it.
Is there a Character Object Rig that you recommend that I try for correcting/adjusting mocap data? Is the Mixamo COntrol Rig the way to go?

And finally, here is a recap of what has worked, a little.
A make a model.
Upload it to mixamo and download it in a t-pose.
Import the binary fbx mocap data.
Put Character Definition tags on both he mocap rig and the mixamo rig.
Put a Character Solver on the mixamo rig, pointing to the mocap rig.
Then I delete “Spine1” from the mixamo Character Definition, and this seems to mostly work.
I think I am losing some detail and articulation though.
But the big thing I am looking to do is to adjust or add to mocap animations using some of the wonderful controllers that are part of the different Character Rigs.

Maybe that helps rephrase my issues/wants?
You also may have the same answer!

Thank you.
Karl

Profile
 
 
Posted: 04 October 2021 09:14 PM   [ Ignore ]   [ # 3 ]  
Administrator
Avatar
Total Posts:  12043
Joined  2011-03-04

Hi Karl,

Sadly there is no detailed training that I’m aware of. You might use the Tutorial Suggestion Forum here.

You have certainly seen this one
https://www.cineversity.com/vidplaytut/how_to_transfer_mocap_data_from_the_content_browser_over_to_a_character

What the Character Definition/Solver does, is to set rules to identify the hierarchy based on a per item rule, like name and what to exclude.

I would not delete a joint, but you might set one shorter and one longer and ignore the shorter one as a receiver. Joints work, except for the Root/Pelvis with rotation only. And if the Definition/Solver matches, all the animation should work fine.

As with everything, starting with the entire setup might be overwhelming. Set up three joints in a simple hierarchy, set one up, and explore the Definition/Solver set up. That is how I understood the advantages and limitations of it. When this works, you might invest time to set up the match for the two different rigs. Again, 2 to 3 joints in a spine will never match and might produce ugly results in extreme positions.

As a side note, perhaps it is easier to just put a Null Length Joint into your rig (Spine). Not ideal, but better than no show.

All the best

 Signature 

Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

NEW:

NEW: Cineversity [CV4]

Profile
 
 
Posted: 09 October 2021 02:41 PM   [ Ignore ]   [ # 4 ]  
Total Posts:  21
Joined  2020-06-22

Thanks again,  Dr. Sassmannshausen.
I had missed turning the rig editable the first times I had watched Jonas’ demo video.
When you suggest “perhaps it is easier to just put a Null Length Joint into your rig (Spine)” do yo mean Null object in the joint hierachy or a joint with no length? Or something different?

Best,
Karl

Profile
 
 
Posted: 09 October 2021 04:56 PM   [ Ignore ]   [ # 5 ]  
Administrator
Avatar
Total Posts:  12043
Joined  2011-03-04

You’re very welcome, Karl.

Perhaps I should have called a zero-length joint.

Please have a look here:
https://www.amazon.com/clouddrive/share/bjxzKdeQGUALIm4KCGBpDggRUfWsCkPWiGb39HlpHim

Please note that I have saved the Definition Set up and recalled it for the second, so it is identical. To stress this point, this is a must-do. If they are not precisely the same, template-wise, it will not work.
Example file (again, not ideal, but better than nothing)
https://www.amazon.com/clouddrive/share/D8WRYRPL5NxDNzkHsLuKHEZmAUzx3WknBFHl3TdP2wl

Enjoy your weekend

 Signature 

Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

NEW:

NEW: Cineversity [CV4]

Profile
 
 
Posted: 15 October 2021 12:27 AM   [ Ignore ]   [ # 6 ]  
Total Posts:  21
Joined  2020-06-22

Thank you very much. It makes sense.

-Karl

Profile
 
 
Posted: 15 October 2021 03:03 AM   [ Ignore ]   [ # 7 ]  
Administrator
Avatar
Total Posts:  12043
Joined  2011-03-04

Hi Larl,

You’re very welcome.

Thanks for taking the time.

Cheers

 Signature 

Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

NEW:

NEW: Cineversity [CV4]

Profile