Motion Capture Animation Production Pipeline
Last updated 8/24/2006

Path 1: Setup and Calibration: Process that you go through once per capture session, performer, or character.
Vicon iQ:

Calibration
Calibrate the system.
Construct or select a Subject Template (.vst).
Capture a ROM (Range of Motion) trial.
Reconstruct 3D trajectories.
Label markers.
Calibrate the subject (.vsk) using a T-pose frame in the ROM trial.
Export a .c3d file and a .fbx file
(ROM marker data).

Setup & calibrate

Marker sets:

Maya:

Character setup

Import the .fbx file (a sample skeleton with joined named with MotionBuilder's Naming conventions).
Import the .fbx file (ROM marker data).
Create a skeleton for a 3D character in a T-pose using the marker date to estimate the proportion of the performer and using the MotionBuilder's joint names.
Model, texture, and bind a skin to the skeleton.
Save a .mb file (a skin-bound textured character).-> Go to Maya: Rendering
Export a .fbx file (a skeleton - joints only). -> Go to MB: Character setup

Note: If your 3D character resembles your performer, the above method is strongly recommended.

Naming conventions
Sample skeleton

MotionBuilder:

Actor setup
Import the .c3d file (ROM marker data).
Map markers to Actor, an intermediate skeleton.
Export a .hik (a marker set) file which can be used later to apply an actor to other motions
.

Actor

Path 2: Capturing and Processing Data: Process that you go through for each shot.
Vicon iQ:

Capture
Capture shots.
Reconstruct 3D trajectories using the Calibrated Subject (.vsk).
Clean data (e.g., re-label markers) and apply kinematic fit.

Export .c3d files (marker data).
Capture & clean
MotionBuilder:

Character setup
Import a .c3d file (marker data).
Import the .hik file (a marker set).
Merge the .fbx file (a skeleton exported out of Maya). The skeleton is called a Character.
Make correlations between Actor's nodes to the Character's joints.
Edit motion using rigid bodies, IK, retargeting, etc. Blend motions.
Export a .fbx file (motion data baked to the joints).


Character

Edit & blend

Maya:

Rendering

Open the .mb file (a skin-bound textured character).
Import (by merging) a .fbx file (motion data baked to the joints).
Blend mocap animation & IK animation and retarget if needed.

Trax Editor if needed
Render animation
.

IK/FK blend
Trax Editor


See the production pipeline & data flow in flow chart.