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 |
| Maya: Character setup |
Import
the .fbx file (a sample
skeleton with joined named with MotionBuilder's
Naming conventions). Note: If your 3D character resembles your performer,
the above method is strongly recommended. |
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| 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. |
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| 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). |
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Maya: |
Open
the .mb file (a skin-bound textured character). |
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