Yesterday, I attempted to MoCap myself. It failed, but I know I will do it correctly next time. A problem was occurring where I got the range of motion take calibrated perfectly, but when I would import the vss and vsk skeleton files into another scene and walk into the capture area, the skeletons would follow my markers, but the left arm would stay frozen in position and not move.
My character's high-poly retopology is still underway, but I will have it completed soon.
Showing posts with label Mocap. Show all posts
Showing posts with label Mocap. Show all posts
Friday, February 8, 2019
Monday, February 4, 2019
Gyration Air Mouse
I recently ordered a Gyration air mouse. I tested it, it works. Using this, I will attempt to MoCap myself soon in order to get the remaining animations I need for my character. I am still going to be scheduling time with my MoCap actors for the soonest date possible.
Friday, January 18, 2019
MoCap First Shoot Results
This is one of my MoCap actors that I had suited and booted last week. I have finished cleaning a few animations from him that I will show in the next posts. So, I found out that there was nothing wrong with the MoCap shoot I did with him. The results were near-perfect. The problem was that I forgot to reconstruct and solve my takes. I haven't done MoCap in over a year, so I forgot that I needed to reconstruct and solve each take in Vicon Blade in Post.
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All Updated State Machines and Blend Trees
These are all of the State Machines and Blend Trees that I set up for my character in Mecanim:
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I made quick blockout animations in Blender for testing on my basic rig in Unity, but those bugged out. I have reason to believe it was d...
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Re-targeting and editing animations was going pretty well. It was nice to revisit Motion Builder. Everything was going fine i...
