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Mixamo thumbs, gaze and locomotion problems
August 6, 2012
11:08 am
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August 1, 2012
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I got the football player from Mixamo imported by editing the mixamo-map.py file as you suggested in the documentation but his thumbs have come in strangely. We had the same problem when viewing in our software too and in the end we had to special case the thumbs. Here's a image showing the problem after the initial import:

http://www.flickr.com/photos/8.....724418036/

There also seems to be a problem with the gaze BML with the Mixamo model. If I use this BML and then move the camera away from the Mixamo player he starts to look up to the sky instead of following the camera object. You can see this in these two images where all I did was to drag the yellow axis of the camera away from the player:

http://www.flickr.com/photos/8.....724434296/
http://www.flickr.com/photos/8.....724434632/

Lastly when I try to right click to show the locomotion behaviour of the player he glides of the screen and then errors appear in the console window suggesting he has gone off grid:

ParameterManager::getWeight Warning: parameters not set correctly, check the initalization.
Character player is out of range of grid (-16.426639, 17.606600). All goals will be cancelled.

Do you have any pointers as to where I should look to fix any of these problems?

This library is awesome and we're really excited about getting to grips with it. You guys have done an amazing job.

Many Thanks, Adam

August 8, 2012
9:51 pm
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August 8, 2012
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Hi Adam,

I fixed the problem for thumbs alignment in retargeting, and gaze issues in r3648. You can update to the latest version and see if it fixes the problem. Since some fixes are in retarget process, you would need to delete the original retargeted motions ( should be located at $SmartBodyDir/data/retarget ) and re-run the retarget script for it to work.

For locomotion behavior, I could not reproduce the problem you mentioned for mixamo player character. It looks like the example-based locomotion is not setup correctly, and thus the character glides instead of walking. Can you use the blend editor and see if there is a blend state named "player.daeLocomotion". And check to see if the visualization looks like the image in "SmartBody manual --> Blend Editor Overview --> page 69" ? Alternatively, I can test with your setup scripts to see if it works correctly.

Let me know if there is any questions. Thanks.
Andrew

August 10, 2012
2:44 pm
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Hi Andrew,
I just updated and rebuilt and the thumbs look good, the gaze looks good and the locomotion problem has gone away.
You've made my day! Thanks for the quick fix.
Adam

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