Datasheet
24 Chapter 1: Character Skeletons
To check your work so far, you can compare it to mocap_v05.ma on the DVD.
26. Hide all the joints and handles. Play the animation to check the quality of the
motion. Figure1.29 shows Jack in an extreme pose at frame 550.
Maintaining Performance
Other than the obvious geometry collisions, the
data transferred pretty well. e only major motion-
related issue is in the shoulders: they look too
high. Your rst thought might be to adjust
the animation or oset the IK handle.
Both those solutions can cause major
headaches. Adjusting the IK handle
only throws the timing o for
the rest of the arm. Adding
keyframes over the top via
a layer or secondary rig
has the potential to do the
same thing. More impor-
tant, doing so changes the performance.
Your goal is to use the data as is. It’s
the performance you want. Altering it, even
a little, destroys the actor’s intentions and, worse, the
timing of the captured motion. Maintaining its integ-
rity is paramount. In the next project, you’ll address the
shoulder issue without altering the performance.
Project: Shoulder Fix
In the previous project, you relied solely on SC IK
handles to drive Jack’s skeleton. ey worked for 90
percent of the character. However, using them on
the shoulders has forced the shoulders into a higher
constrained position that isn’t natural for Jack. In this
project, you’ll remove the handle and use only an orient
constraint:
1. Open the mocap_v05.ma scene from the chapter1\scenes folder on the DVD. It’s the
same scene that “Project: Motion Test” ended with.
2. Go to frame 1, and look at the shoulders (see Figure1.30).
3. Select ikHandle8, and delete it.
Figure1.29
Check the align-
ment at frame 550.
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