このビデオでは、アニメーションデータを既存リグ (OBJレベルのリグまたは.fbx) のマッピングに使用する一般的なセットアップについて説明します。 新しい KineFX ツールセットの一部である Rig Match Pose、Map Points、Full Body IK などの設定の使用について見ていきます。Sofia キャラクターをダウンロードして、自分で試すことが可能です。
無償リグダウンロード
Sofia キャラクタリグ を Content Library からダウンロードして、KineFX ツールでお試しください!
コメント
windwolfx23 4 年, 2 ヶ月 前 |
one step closer to do everything in Houdini~
ChrisGG 4 年, 2 ヶ月 前 |
Is there also an explanation on how to autorig?
rudeypunk 4 年, 1 ヶ月 前 |
I've discovered an interesting requirement for this to work. I'll need verification from anyone from SidefFX.
For this to work, your source animation clip will need to have at least a T rest pose, or something close to it, on the first frame of the source clip else the retargetter will have too many offsets to deal with. I tried for hours to get this working using the mixamo clip, "Breakdance 1990," but found the results to be un-encouraging. I tried to use the "rest pose" option on the output parameter in the fbxanimimport sop to help create the mapping. Switching modes back to "Animation" just seemed to break things again. What a shame. If, instead, try animation, "Skinning Test", from the the mixamo animation site, the results will be more gratifying.
I will play more with this later but I would guess having a rest post prefacing your animation clips is a requirement. Not that this is impossible, just inconvenient.
It would be nice to be able to create a mapping and then just apply that mapping between two characters; much like UE4 or Unity.
fadjo 4 年, 1 ヶ月 前 |
Hi, this can be fixed by importing the T-pose and animation separately using two "FBX Animation Imports" SOPs, and switching between the two:
T-pose on frame 0, and the anim afterwards.
evanrudefx 4 年, 1 ヶ月 前 |
nice, I have seen quite a few tutorials about re-targeting , cleaning up animation, mixing motion clips, etc, is there an actual tutorial yet on setting up a rig using the new tools?
Shoaib546 3 年, 9 ヶ月 前 |
hi
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