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914 Chapter 14: Character Studio
4.
Select a file and click Open.
The Motion Capture Conversion Parameters
dialog displays (see
Motion Capture Conversion
Parameters Dialog (page 2–922)
).
5. Select the filter options you want and click OK.
The biped adapts itself to the motion data. If
Footstep Extraction is turned on, footsteps
appear.
Tip: Useabipedthatdoesnothavea
mesh attached with Physique. Import
motion-capture data w ith the idea of then
saving a
.bip
file that can be used for any
character. If skeletal scale information is loaded
fromamotion-capturefile,ameshwitha
Physique modifier might deform unnaturally.
To import a mark er file:
Typically,whenamarkerfileisloadedforthefirst
time, it requires scale and position calibration.
A raw marker file must be loaded, with no
key reduction or footstep extraction, to enable
the calibration functions. After calibration is
performed, use Convert From Buffer to extract
footsteps and reduce keys.
1. Select a biped.
2. On the Motion Capture rollout, click
Load Marker Name File to load a marker name
file (
.mnm
).
This step is not required if the marker names in
themarkerfileadheretothecharacter studio
marker naming convention.
3. OntheMarkerNameFiledialog,clickLoad
CSM Marker File, and choose the
.mnm
file
from the file open dialog that appears.
4. On the Motion Capture rollout, click
Load Motion C apture File and choose a
.csm
marker file.
The Motion Capture Conversion Parameters
dialog displays (see
Motion Capture Conversion
Parameters Dialog (page 2–922)
).
5. Adjust the filter parameters and click OK.
Note: Load raw marker data (No Key Reduction,
Freeform) to enable the marker ca libration
buttons.
The biped adapts itself to the marker data.
6. On the Motion Capture rollout, click
Show Markers. On the Marker Display dialog ,
turn on Show Recognized Markers and the
option for On All Objects.
7. Now, on the Motion Capture rollout, click
Talent Figure Mode. Use Non-Uniform Scale or
Rubber Band Mode (on the Biped rollout) to
sizethebipedtothedisplayedmarkers.
Note: This step is optional and should be used
if you need to correct for slight differences
in limb scale between the original talent who
performed the motion and the scale of the
biped after the data is imported. For example, if
the leg is too short, scale the length of the leg in
Talent Figure mode to adjust the knee position.
8. ClickTalentFigureModeagaintoexit
the mode.
9. KeyadaptationtakesplacewhenyouexitTalent
Figure mode. Now biped limb positions relative
to the markers can be adjusted.
10. Align the biped limbs to the markers if
necessary, then click Adjust Talent Pose to
compute the offset for the entire animation.
11. UseSaveTalentFigureStructureandSave
Talent Pose Adjustment as a
.fig
and
.cal
file.
12. Lo ad these files in the Motion Capture
Conversion Parameters dialog when sim ilar
marker files are imported in the future.