9
Motion Capture Rollout 1067
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 stick figure), then play
the animation with Show Buffer turned on.
The two stick figures move together, and any
discrepancies are easily spotted.
To lear n how to use Show Buffer with the Fit
To E x i s t i ng p a r a m eter i n Mot i on C a p t u r e
Conversion Parameters rollout, see To u s e Fit
To E x i s t ing t o i mpor t a m o tion capt ure f i le ( p age
2–1071).
To import a motion-capture file:
1.
Select a biped.
2. If necessary, click Load Marker Name File
on the Motion C apture rollout (see MNM Files
(page 3–973)).
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 type: BVH, B IP, or CSM.
5. Select a file and click Open.
The Motion Capture Conversion Par ameters
dialog (page 2–1070) displays.
6. Select the fi lter options you want, and click OK.
The biped adapts itself to the motion data. If
Footstep E xtraction is turned on, footsteps
appear.
Note: Load r aw marker data (No Key Reduc tion,
Freeform) to enable the marker calibration
buttons.
Tip: Use a biped that does not have a
mesh attached to it with Physique. Import
motion-capture data with the idea of then
savi ng a BIP file that can be u sed 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 scale
first. Keyframe adaptation takes place in order
to accommodat e a biped scale change.
The remaining steps in this proce dure
are optional, unless you need to calibrate
motion-capture fi les.
8. ClickTalentFigureModeanduseNon-Uniform
ScaleorRubberBandMode(ontheBiped
rollout) to s ize the biped to the displayed
markers.
9. Click Talent Figure Mode again to exit the
mode.
KeyAdaptationtakesplacewhenyouexit
Ta lent Fig u re mode. Now, b iped limb posit ion s
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.
11. UseSaveTalentFigureStructureandSaveTalent
Pose Adjustment to save a size and posit ion
offset to a FIG and a CAL file, respectively.
Load these files in the Motion Capture
Conversion Parameters dialog when you
importsimilarmarkerfilesinthefuture.