It has been a busy couple of weeks, so my progress on this project slowed a bit while I caught up on some things. The good news is that I have not yet given up, and I do have some progress to show.
The next goal of this project is to design a rig that can easily accept motion capture data. The rig should be able to be animated in tandem with the motion capture data. Motion capture data will be set to an animation layer, while any hand keyed animation can be created on a second layer. This makes it possible for the user to blend between systems, or to turn one source of completely if needed. To achieve these goals, I designed a system of layered controllers. I recently found a video on The Area that discusses a method for doing something very similar to what I am trying to achieve. I won’t be explaining my entire rig structure in this post, so go ahead and check out the video on The Area if you want to get an idea of how my Hero rig is structured. I will be providing an in-depth look at my rig once I settle on a final design.
So this week I got the rig working fairly well. I still see some hiccups where my hierarchy’s are not setup perfectly, but for the most part, the mo-cap animation is transitioning smoothly to my custom setup with little more than an FBX import. I can still use my custom animation controls to make changes to the animation I am getting out of Motion Builder, and the whole process looks to be easily automated. I would call this a win. This video will show the custom rig being driven by the motion capture animation. Keep in mind that the custom rig has no baked animation on it. All of the attributes are still pristine and ready for some hand animated goodness. In my next post I will show how these multiple systems can be brought together to create a polished animation. I will also be working on finding a better video compression for my Vimeo uploads. The videos are coming out choppy.
