Hi, another great noseman tutorial. You do indeed warrant millions of views. Perhaps you need to mention icosahedrons in every video, as we know they are your favourites.
Trying to do the "Hold control and extend the motion clip but all it does it duplicate or stetch the time not what you say, any idea what the issue is? what is the hotkey called, would really appreciate it , thanks man! keep up the amazing tutorials
Just can’t seem to change the length without changing the speed , would really appreciate any advice @noseman , I tried holding control but it doesn’t work for some reason
@@nosemanthanks, did you explained how to retarget it to any character mesh. Or how to rig a face mesh to work properly with rokoko facecap? It will be highly appreciated please if you can di a tutorial for that. I searched every where i couldn't find it.
this might be a dumb Q but can mocap data be applied to a rig built with the character rigger? I have a lot of rigged skeletons that i did via the character rigging tool in c4d and im trying to get a better understanding of mocap with the hopes of drastically reducing my animation time, but a little confused as to if my rigs will all need to be rebuilt
That's what you use the Character solver for. You can apply mocap to any rig as long as you define the correct naming so that the Solver can identify the correct Joints...
I have a Rokoko 2. I found that the new Accurig doesn't do a good job of accepting Rokoko data...although Mixamo control rig works great. But I love that Accurig.
Hi Mr. Noseman! Is it possible to transfer Rokoko data to a different-sized biped human rig (i.e. shorter torso than the Rokoko rig, longer legs than mixamo rig)? I'm kind of new to mocap stuff, and thinking of purchasing one of these, but what's holding me back is that it might be forced to rig my models to fit Rokoko rig or Mixamo rig. I actually tried to use Character Definition tag on a Mixamo rig and a rig with longer legs, and it did not go well. The lower part of my rig wasn't moving properly (expected this beforehand)
MoCap systems and retargeting use Joint rotations to transfer the data, so if your legs are shorter, the stride will be shorter as well. There are solutions to this using a combination of Rotations (FK) and Controllers (IK). I will visit this topic at a later time, as I need to simplify the workflow so that it can be applied to most setups... Stay tuned...
@@noseman really looking forward for this! I think I'm not the only one having this problem. You will definitely help alot of people with this upcoming workflow
Here you go !
Hi, another great noseman tutorial. You do indeed warrant millions of views. Perhaps you need to mention icosahedrons in every video, as we know they are your favourites.
icosahedrons are life
SO EXCITED FOR THIS :) You're a wizard Noseman. Definitely owe you a coffee and/or beer if we ever meet in person :)
Coffee and Steak...
Trying to do the "Hold control and extend the motion clip but all it does it duplicate or stetch the time not what you say, any idea what the issue is? what is the hotkey called, would really appreciate it , thanks man! keep up the amazing tutorials
You are the best
Just can’t seem to change the length without changing the speed , would really appreciate any advice @noseman , I tried holding control but it doesn’t work for some reason
Cool tutorial, how about work with a face that already connected to a body as an unified mesh ?
I will deal with Face Capture data in upcoming videos...
@@noseman OMG really ? Can't wait can not wait.
@@nosemanthanks, did you explained how to retarget it to any character mesh. Or how to rig a face mesh to work properly with rokoko facecap?
It will be highly appreciated please if you can di a tutorial for that. I searched every where i couldn't find it.
this might be a dumb Q but can mocap data be applied to a rig built with the character rigger? I have a lot of rigged skeletons that i did via the character rigging tool in c4d and im trying to get a better understanding of mocap with the hopes of drastically reducing my animation time, but a little confused as to if my rigs will all need to be rebuilt
That's what you use the Character solver for. You can apply mocap to any rig as long as you define the correct naming so that the Solver can identify the correct Joints...
@@noseman thank you ! ! ! ! !
hello. Please create plugin that can be support facial FBX from metahuman animation from unreal engine and maya
I have a Rokoko 2. I found that the new Accurig doesn't do a good job of accepting Rokoko data...although Mixamo control rig works great. But I love that Accurig.
Unfortunately I don't do things outside Cinema 4D. If I get millions of views, I will reconsider.
Hi Mr. Noseman! Is it possible to transfer Rokoko data to a different-sized biped human rig (i.e. shorter torso than the Rokoko rig, longer legs than mixamo rig)? I'm kind of new to mocap stuff, and thinking of purchasing one of these, but what's holding me back is that it might be forced to rig my models to fit Rokoko rig or Mixamo rig. I actually tried to use Character Definition tag on a Mixamo rig and a rig with longer legs, and it did not go well. The lower part of my rig wasn't moving properly (expected this beforehand)
MoCap systems and retargeting use Joint rotations to transfer the data, so if your legs are shorter, the stride will be shorter as well. There are solutions to this using a combination of Rotations (FK) and Controllers (IK).
I will visit this topic at a later time, as I need to simplify the workflow so that it can be applied to most setups...
Stay tuned...
@@noseman really looking forward for this! I think I'm not the only one having this problem. You will definitely help alot of people with this upcoming workflow