04/20/09

Mislabelled and swapped trajectories.
Creating a skeletal template (vst) for a prop.
Considerations for markering a prop.

Resources (in class Documents folder):
iQ1.0_PostProcess-Labelling.pdf
iQ1.0_Modelling.pdf
iQ1.5_Tutorial_Modelling.pdf

 

04/22/09

Options for Positional Marker Data Treatment in Maya

Importing the Data into Maya

1. Export a .fbx from Vicon iQ.
2. Open Maya 2008. Change the frame rate to 30fps (Window>Settings/Preferences>Preferences>Settings)
3. Import .fbx.
3. In Window/Hypergraph notice the hierarphy of imported markers represented in Maya as locators.
4. Select a marker. Window>Animation Editor>Graph Editor. This is where keyframes are.

Duplicating the Markers

Entire set of locators/markers or a single marker can be duplicated by selecting either the top node (for full set) or specific marker and choosing Edit>Duplicate Special Option Box (check Duplicate Input Graph). Any marker can be deleted by selecting and pressing Delete key.

Basic Motion Editing with Trax Editor

Working with Trax Editor allows to edit motion of any set of markers together as oppose to one at a time. (ie movement of entire figure vs one limb)

1. Window>Animation Editors>Trax Editor
2. Select a set of markers to include in a set.
3. In Trax Editor click on .
4. The clip containing movement of entire selected marker set should appear in the track.
5. Experiment with the numbers displayed inside the blue box of a clip to arrive at desired duration and shift clip in time.
6. To duplicate a clip use Edit>Duplicate inside Trax Editor. Right Click on resulting clip and uncheck Relative. Then offset in time.
7. Experiment with Edit>Split and Create>Blend.

Using Mocap Data to Drive Rigid Objects

1. Parent an object to a locator (to inherit translational data).
Select an object. Then Select a marker/locator. In Maya top menu Edit/Parent (or SHIFT+p shortcut) to parent.
Use instancing_dup.mel to parent multiple copies of an object to many locators (in class Scripts folder).

2. Use Aim Constraint to have mocap data drive object rotations.
Group an object that you wish to constrain with itself. (CTRL+g), rename group to A1.
Select a marker/locator then select A1.In Maya Animation Menu select Constrain/Aim.
Adjust the object's position (inside A1) to your liking.

Attaching Curve Based Geometry:

Use loft.mel (in class Scripts folder) to generate NURBS lofts between markers. Select the resulting lofts' isoparms and under Surfaces/Edit Curves select Duplicate Surface Curves

Animation Snapshot

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