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Bug Problem with Drag and Drop (Import using 3DSmax / Mixamo)
March 27, 2016
1:55 am
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March 26, 2016
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Greetings!

1. I created my own model using 3DSmax and exported it using the openCollada plug-in. I was unable to render it in the smartbody scene. I checked the retarget viewer and even the root files on the side are not generated. However, when I export it to obj. file it is able to render it in the scene although of the camera (I just set up the camera a further distance)

2. there are times wherein even just loading the scripts "addCharacterDemo.py" would cause the "sbgui.exe" to crash. [There are times wherein I would run it as administrator would fix this, although I would be unable to drag and drop anything into the scene.]

3. I then exported it to mixamo and let mixamo create the skeleton. Nothing is rendered on the scene of "sbgui.exe", I checked if it is camera problems much like the first one but nothing is generated. Sometimes the scene is no longer white, just gray. When I check the Retarget Viewer and the root files, they both exist there; nothing is shown on the scene although it is detected that there should be something there.

4. When is it best to create a facial skeleton / facial markers and what program is best used? I already was able to create a bodily skeleton but it doesn't have any facial markers yet. I got confused in reading the manual as far as I read there is no extensive explanation on how to do this? - "setting the facial skeleton / face rig".

Hoping for your reply!

April 2, 2016
7:59 am
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1. Which platform/version are you running ? Can you send me your .dae file so that I can see the problem (shapiro@ict.usc.edu)? Try putting the textures in the same folder as the .dae.

 

2. Can you send the crash log?

 

3. Same as #1. Mixamo characters should work; I have tested many of them. 

4. The face is a bit more complicated; some of the controllers rely on having joints (like having joints control the eyes). The rest of the face can be anything, as long as you specify a 1-pose animation that determines the position for various emotional or visual speech expressions. So the FaceDefinition as in the manual shows how you can set up a custom face by indicating which animations are associated with which facial poses. So essentially, you need to manually specify the facial poses (if you aren't using one of the stock characters).  

 

Ari

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