2009
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, BIP, or CSM.
5 Select a file and click Open.
The Motion Capture Conversion Parameters dialog on page 4592 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 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 saving a BIP file that can
be used for any character. If skeletal scale information is loaded from a
motion-capture file, a mesh with the Physique modifier applied might deform
unnaturally.
7 If a marker file was loaded, turn on Show Markers as a visual aid for biped
scale and limb correction.
If correction is necessary, adjust biped scale 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 Click Talent Figure Mode and use Non-Uniform Scale or Rubber Band
Mode (on the Biped rollout) to size the biped to the displayed markers.
9 Click Talent Figure Mode again to exit the mode.
Key Adaptation takes place when you exit Talent Figure mode. Now,
biped limb positions relative to the markers can be adjusted.
10 Align the biped limbs to the markers, if necessary, and then click Adjust
Talent Pose to compute the offset for the entire animation.
Motion Capture Rollout | 4587