Motion Capture for Characters

Motion captured animation (usually referred to as mocap) offers a way to animate a character based on motion that is electronically gathered from a human or animal. This is useful for animating actions that are particularly difficult to do well with keyframing or other methods of animation creation.

In Softimage, you can perform the complete process of working with motion capture using the comprehensive set of tools it provides. As well, you can easily export data to other softwares as you like—whatever works with your character animation pipeline.

In Softimage, you can:

• Create skeletons with rigs and shadow rigs—see Character Rigging.

• Create and manage the constraints between skeletons and their rigs, and between rigs and their shadow rigs—see Constraints and Rigs.

• Use MOTOR (motion transformation) tools to retarget animation from one rig to another, or from BVH or C3D mocap files to a rig—see Overview of Retargeting Animation with MOTOR.

• Use MOTOR tools to save any type of animation in a normalized motion format so that it can be loaded and retargeted on any rig. This makes it easy for you to build up libraries of animation that can be used across all your rigs—see Saving Animation Data in Normalized Motion (.motor) Files.

• Import Acclaim (ASF and AMC) and Biovision (BVH) mocap data files—see Importing Motion Capture Files.

• Align the bone’s axis of rotation to match imported mocap data—see Changing the Bone’s Axis Alignment for Mocap Data.

• Blend mocap data (FK) with IK animation—see Blending Between FK and IK Animation.

• Clean up dense mocap data fcurves—see Cleaning Up Mocap Data (High-density Fcurves).

• Add offsets and additional animation on top of the mocap data using different methods—see Adding Offsets to Mocap Data.

• Convert the mocap animation into a set of tracks (curves) which you can then deform to simulate different terrain—see Converting a Biped’s Motion to Deformable Tracks.



Autodesk Softimage v.7.5