Using Joint Align Tool on keyframe bones
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I got mocap data in which the bone joint axis is not aligned correctly to the bone direction. I understand that the Joint Align Tool helps to align the x, z or y axis to the bone direction. It works fine with none-keyframed bones. However, when I apply it on bones with rotation keyframes, it corrupts the original bones rotation. Any ideas?
Scene: https://www.dropbox.com/scl/fi/x8hemsvjpn1y7577kearh/Joint-axis-align.c4d?rlkey=m3fthr4l1n18ye5st2mcf651o&dl=0
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Hi reading-card,
Thanks for the file.
I would create a copy at frame zero and take all animation from it.
Align the joints on the copy as needed.
Then, create a character Definition and have that on both Joint rigs.Connect both via the Solver to transfer the motion.
Bake or create an Animation Clip as you need.If you get more Mocap data, your workflow with be very fast.
Example
All the best
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Thank you, sounds like a great solution!
However, it's not working with the mocap data I got. It might be related to the rather unconventional nature of the skeleton's hierarchy, joint naming, etc. (three hips) Here is the scene: https://www.dropbox.com/scl/fi/580eaqft1mxn97e2m8ddn/joint-alignment-issue.c4d?rlkey=jd4d1xk41j5y0rasrv0kbpig8&dl=0 -
Hi reading-card,
I checked the whole setup, and it works here.
The Character Definitions can be set up to any rig; the default hierarchy setup is just a common idea. I have left the Root untouched, but if you encounter problems, perhaps define the "String to include" newly for the Root.The other option would be to Use the rename tool. If needed, let me know if we should look into that.
Here is my exploration; I checked each joint to see if it is represented.
https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2024_PROJECTS_DRS/20240221_CV_2024_drs_24_CAja_01.c4d.zipAll the best
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Thank you!
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You're very welcome, reading-card!
Enjoy your weekend