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Matching model skeleton to mocap skeleton | Automatic Rigging and Reshaping | Forum


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Matching model skeleton to mocap skeleton
May 15, 2017
3:22 am
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May 15, 2017
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Thanks for doing such great work in this area and opening up some really valuable tools for public use. I am a biomechanist and have developed a custom skeleton for use in our mocap lab at Edith Cowan University in Australia. We hope to use the mocap skeleton to eventually drive a 3D scan of the the participant in the mocap lab. I am relatively new to the animation pipelines required to getting a mesh rigged and skin bound, which is why this software looks awesome, and I was hoping you could give me some advice on next steps with regard to the following questions;

-Is there anyway I can bring an already rigged mesh (but not skin bound) into the auto rigging and reshaping software so that I can retain the bone orientations from the mocap skeleton and then apply the auto skin bind? 

-After skin binding is there any way I could use this software to reshape the character by setting the bone translations which I can extract from the mocap skeleton? 


All the best


May 16, 2017
12:25 pm
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December 1, 2011
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What do you mean by a rigged mesh (but not skin bound)?


You can manually move the bones around as needed, but you'll have to use a different tool.


In general, to apply a motion to a skeleton, you need to retarget it in some way. My software SmartBody does that, but so do other systems like Unity.



May 24, 2017
6:24 am
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