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Rigging for Motion Capture, with Fails explained!

4.9K views
Oct 24, 2020
39:58

This video shows how to Rig a character for motion capture in Maya. Several fail points are clearly explained to move toward a stable, usable rig for working with motion capture data. Contents are listed below (click more). Contents: 3:10 1. Load an existing model & FK Rig 3:20 2. Setup display for rigging 3:38 3. Place character into T-Pose 4:40 4. Identify and use the Outliner, Attribute Editor and HumanIK icons 5:30 5. Create a Character Definition 9:32 6. Create an IK/FK Control Rig for Keyframe animation (for fun) 10:00 7. Quick refresher on meaning of IK versus FK 12:35 8. Create a Custom Rig to be used with Motion Capture 13:02 9. Assign the bones to the Custom Rig 15:21 10. Convert Motion capture data to .FBX format in Motion Builder 16:26 11. Load the .FBX motion into a new (clean) project 17:00 12. Create a Character Definition for the .FBX data 19:23 13. Import the motion data with the mocap character definition (.mb file) 20:40 14. Apply animation. Set the "source" of the primary Rig to the mocap data. 22:38 15. Create a locator 23:10 16. Zero all node transforms above the Hips 24:15 17. Create a clean hierarchy. With locator as root and geometry & rig as children 26:31 18. Turn off Inherit Transforms for the skin geometry 28:58 19. Disable the Map Translation for all joints except the Hips 29:50 20. Confirm the Hips are root in Character Definition 33:03 21. T-Pose should be at frame 0 in your Mocap data and your Primary rig 33:46 22. Remove all keyframes from your Primary rig 35:07 23. Confirm you still have a T-Pose 36:02 24. Map Translation & Rotation of Hips enabled but with zero offsets 36:36 25. Success!!

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Rigging for Motion Capture, with Fails explained! | NatokHD