Wonderful series, thankyou! One small thing I got stuck on if it helps anyone else: I couldnt figure out why no animation was playing after motion file import, and it was because I still had my source:root set to Stance>Active(checked).
I open my mocap file like in 01:02 and there is no character i n the navigator. I tried couple different mocap files in both MoBu 2018 and 2020 and didn't work. I love your tutorials. They are incredibly precise and accurate. I note every step and everything works fine for me :)
Hi mocappys, thank you for the great tutorial series! I have a question about retargeting. Once I selected the source character's hip bone > File > Motion File Import, all of my mocap data got retargetted except for the root. Somehow, the root of my walk cycle moves on the Y axis instead of Z axis. So now my character's walk cycle is moving down vertically. Have you ever run into this problem?
Need more information on what shall be done if the character jumps on characterisation at 2:55 !! Please help! It is really helpful tutorial. Thank you.
If the entire character jumps, I would go back and check the hips are centred (tX=0 and tX=0) in the scene. Also, the t-pose on your source character might not be quite like. Change the source character’s input to Stance and check what that looks like. Hope this helps
@@mocappys very good tut, I was wondering if I have a source skeleton from Vicon, and it's a bit different than the rigged character, am I allowed to modify the source skeleton? I'm not messing up anything?
@@robertdansigursson458 Thanks Robert. If you have mapped the mocap data to the Vicon skeleton I wouldn't change it. The characterization and remapping process will still work even if the source and target character skeletons are different.
Thank you for the awesome tutorial first! it covers a lot! but i have a question here: do you do this retarget and tweak steps for each take or you make a big ROM take that covers most of these moves and do retargeting once and then import other takes automatically?
I usually start with a Range Of Motion (ROM) actions and get the retargeting working well for that action. Then automatically remap the files using those setting. Once the files have been remapped, I tweak the remapping and edit the files as needed - if that makes sense.
Hey mocappys, do you happen to have any videos on how to merge hand tracking data from something like say Stretchsense gloves with body data from Optitrack?
I'm a bit confused about how to get my motion capture data from Vicon Shogun to retarget as best as possible. In the video, the motion capture data used already begins in a perfect tpose with the arms and legs completely symmetrical. But no actor can ever stand in such as perfect tpose. For example, sometimes my actors have their elbows bent a bit or one of their arms is slightly higher than the other. It seems like it's causing the retargeting quality to drop when my Vicon data isn't in a perfect tpose and my character model is. My solution was to rotate my motion capture joints to be perfectly aligned with my character model and then characterize the mocap data after it's aligned, but I haven't seen anyone else do it this way so I'm not sure if I'm really doing anything correctly.
Hi Maura, You're right, no performer, however good they are, can ever stand in a perfect T-Pose. They always need a little more tweaking to align them correctly. Couple of things you can try: Find the frame where the mocap data is close to a t-pose and then manually rotate the skeleton in to the correct t-pose. The method I use in this video (ruclips.net/video/lr6PziOY88U/видео.html) to t-pose the character should help. Alternatively you can... 1. Select the entire mocap skeleton hierarchy - Ctrl-Shift-Right-Click a joint 2. Switch to local mode (F5) 3. Set rotation values to Zero - Right-Click any joint. Zero>rotation This should hopefully put the mocap skeleton into a T-Pose you can then Characterize. Hope this helps...
Well spotted!! Yes I did. "source_to_jess" is the mapping file and "jess_WALK_***" is the name of the remapped file. Always good to save your work as you go.
Okay I did want to make sure I was following properly, this series is amazingly helpful and thorough, so thank you, have you got a business I can contact you through? I have a motion capture startup
There's no character option in the navigator menu for me. I tried importing 5 different ways, even with a fully rigged model as the source, and no luck.
Quick question, on the File MOtion import, I'm getting a Warning: Trying to merge 65 models from file [the animation].fbx into 65 models in scene. No model could be matched. unmatched models will be ignored. I can import it into Blender and see that the fbx file appears to have the correct data, and I can import previous mocap animations I've generated.
This error usually happens when the "models" in your open file do not have the same names as the "models" in the file you are importing. Does this help? - mocappys.com/retargeting-animation-motionbuilder/
Thanks. Helped me figure out a couple of things. Nice and clear... and slow enough to keep up with.
Great to hear! Glad it helped
Wonderful series, thankyou! One small thing I got stuck on if it helps anyone else: I couldnt figure out why no animation was playing after motion file import, and it was because I still had my source:root set to Stance>Active(checked).
ty
Thanks, Nino.
Yeah, we've all been there :) Eventually it's the first thing you check whenever animation doesn't play back.
@@mocappys yeah it definitely catches us noobs
@@ninomancuso7021 Not just the noobs ;)
Excellent run through keep the coming.
Thanks. New ones coming soon...
Thanks for this tutorial. It's perfect for beginners!
You’re welcome! Its good to hear. That’s exactly who it’s aimed at
I open my mocap file like in 01:02 and there is no character i n the navigator. I tried couple different mocap files in both MoBu 2018 and 2020 and didn't work. I love your tutorials. They are incredibly precise and accurate. I note every step and everything works fine for me :)
Ah, sorry. That is because I had already characterised the character in the file before I opened it. Hope this helps
Hi mocappys, thank you for the great tutorial series! I have a question about retargeting.
Once I selected the source character's hip bone > File > Motion File Import, all of my mocap data got retargetted except for the root. Somehow, the root of my walk cycle moves on the Y axis instead of Z axis. So now my character's walk cycle is moving down vertically. Have you ever run into this problem?
That is absolutely awesome! Thank you so much for doing it!!! :D
Thanks, Anna. Glad you liked it. Hope it helped.
@@mocappys Worked like charm! Trying to remember all the steps now :)
Need more information on what shall be done if the character jumps on characterisation at 2:55 !! Please help! It is really helpful tutorial. Thank you.
If the entire character jumps, I would go back and check the hips are centred (tX=0 and tX=0) in the scene. Also, the t-pose on your source character might not be quite like. Change the source character’s input to Stance and check what that looks like. Hope this helps
@@mocappys yes! It did work. Even though the character once active now snaps completely and is in air.
@@mocappys very good tut, I was wondering if I have a source skeleton from Vicon, and it's a bit different than the rigged character, am I allowed to modify the source skeleton? I'm not messing up anything?
@@robertdansigursson458 Thanks Robert. If you have mapped the mocap data to the Vicon skeleton I wouldn't change it. The characterization and remapping process will still work even if the source and target character skeletons are different.
Thank you for the awesome tutorial first! it covers a lot! but i have a question here: do you do this retarget and tweak steps for each take or you make a big ROM take that covers most of these moves and do retargeting once and then import other takes automatically?
I usually start with a Range Of Motion (ROM) actions and get the retargeting working well for that action. Then automatically remap the files using those setting. Once the files have been remapped, I tweak the remapping and edit the files as needed - if that makes sense.
Hey mocappys, do you happen to have any videos on how to merge hand tracking data from something like say Stretchsense gloves with body data from Optitrack?
No, sorry. I would suggest trying to use MotionBuilder Story Tool for something like that.
I'm a bit confused about how to get my motion capture data from Vicon Shogun to retarget as best as possible. In the video, the motion capture data used already begins in a perfect tpose with the arms and legs completely symmetrical. But no actor can ever stand in such as perfect tpose. For example, sometimes my actors have their elbows bent a bit or one of their arms is slightly higher than the other. It seems like it's causing the retargeting quality to drop when my Vicon data isn't in a perfect tpose and my character model is. My solution was to rotate my motion capture joints to be perfectly aligned with my character model and then characterize the mocap data after it's aligned, but I haven't seen anyone else do it this way so I'm not sure if I'm really doing anything correctly.
Hi Maura,
You're right, no performer, however good they are, can ever stand in a perfect T-Pose. They always need a little more tweaking to align them correctly.
Couple of things you can try:
Find the frame where the mocap data is close to a t-pose and then manually rotate the skeleton in to the correct t-pose. The method I use in this video (ruclips.net/video/lr6PziOY88U/видео.html) to t-pose the character should help.
Alternatively you can...
1. Select the entire mocap skeleton hierarchy - Ctrl-Shift-Right-Click a joint
2. Switch to local mode (F5)
3. Set rotation values to Zero - Right-Click any joint. Zero>rotation
This should hopefully put the mocap skeleton into a T-Pose you can then Characterize.
Hope this helps...
@@mocappys This was very helpful! Thank you for clarifying. Also, the hotkey to select the entire hierarchy is very useful! Thanks!
at 12:44 your filename changes from source to jess to the name of the mocap file. Did you resave as a different file?
Well spotted!! Yes I did. "source_to_jess" is the mapping file and "jess_WALK_***" is the name of the remapped file. Always good to save your work as you go.
Okay I did want to make sure I was following properly, this series is amazingly helpful and thorough, so thank you, have you got a business I can contact you through? I have a motion capture startup
Yes, sure. You can contact me through my web site mocappys.com/
There's no character option in the navigator menu for me. I tried importing 5 different ways, even with a fully rigged model as the source, and no luck.
Quick question, on the File MOtion import, I'm getting a Warning: Trying to merge 65 models from file [the animation].fbx into 65 models in scene. No model could be matched. unmatched models will be ignored. I can import it into Blender and see that the fbx file appears to have the correct data, and I can import previous mocap animations I've generated.
This error usually happens when the "models" in your open file do not have the same names as the "models" in the file you are importing.
Does this help? - mocappys.com/retargeting-animation-motionbuilder/
My character keeps completely disappearing when I plot the animation. Does anyone know what could be wrong?
Do you have these files to download?
Yes. The files are available to download in my course: academy.mocappys.com/p/how-to-animate-character-with-mocap
Hello, good work, why it doesn't work with mixamo mocaps, am i doing something wrong, thanks in advance?
This process should work with any mocap. You just need to make sure your "source" Mixamo skeleton is characterized.
hello 请问哪里能联系到你。我再看帮助文档的时候遇到一些问题,想求教一下
你可以你遇到的问题描述下,或许有人看到会给你提出解决方向
Turn on audio voice louder. 5 minutes from give you dislike.