8
918 Chapter 14: Character Studio
2.
Use L oad Motion Capture File on the Motion
Capture rollout to import a motion-capture file.
3. Turn on Show Buffer on the Motion Capture
rollout.
A red stick figure appears, represent ing the raw
motion-capture data.
Play the animation; the animation of the biped
representing filtered motion-capture data and
theredstickfigureplaybacktogether.
Tip: For a very accurate visual comparison
between raw motion capture data and filtered
data, toggle Show/Hide Objects on the Display
rollouttohidethebiped.ToggleShow/Hide
Bones in the same rollout to display only
biped bones (the yellow st ick figure), then play
the animation with Show Buffer turned on.
The two stick figures move together, and any
discrepancies are easily spotted.
To learn how to use Show Buffer with the Fit
To E x i s t i n g p a r a m e t e r i n Mot i o n C a p t u re
Conversion Parameters rollout, see
To u s e Fit
To Existing to import a motion capture file
(page 2–922)
.
To import a motion-ca pture f ile:
1.
Select a biped.
2. If necessary, click Load Marker Name File
on the Motion Capture rollout (see
MNM Files
(page 3–1067)
).
Note: This step is not required if the marker
or joint names in the motion-capture file
adhere to the character studio marker naming
convention.
3. Click Load Motion Capture File.
The Open dialog opens.
4. Choose a file t ype: BVH, BIP, or CSM.
5. Select a file and click Open.
The
Motion Capture Conversion Parameters
dialog (page 2–922)
displays.
6. 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.
Note: Load raw marker data (No Key Reduction,
Freeform) to enable the marker ca libration
buttons.
Tip: Use a biped that does not have a
mesh attached to it with Physique. Import
motion-capture data w ith the idea of then
saving a BIP file that can b e used for any
character. If skeletal scale information is loaded
fromamotion-capturefile,ameshwiththe
Physique modifier applied might deform
unnaturally.
7. Ifamarkerfilewasloaded,turnonShow
Markersasavisualaidforbipedscaleandlimb
correction.
If correction is necessary, adjust biped sca le
first. Keyframe adaptation takes place in order
to accommodate a biped scale change.
The remaining steps in this procedure
are optional, unless you need to calibrate
motion-capture files.
8. ClickTalentFigureModeanduseNon-Uniform
ScaleorRubberBandMode(ontheBiped
rollout) to size the biped to the displayed
markers.
9. Click Talent Figure Mode again to exit the
mode.
KeyAdaptationtakesplacewhenyouexit
Ta le nt Fi g u re mo de. Now, bip ed li mb p o s it ions
relativetothemarkerscanbeadjusted.
10. Align the biped limbs to the markers, if
necessary, and then click Adjust Talent Pose to
compute the offset for the entire animation.