Preparing motion capture files for humanoid characters

Using motion capture files is not always easy. In most cases, we can use them directly (after exporting them to an FBX file) for characters using the Generic rig type. But we almost always want to use our motion capture files for humanoid characters. The problem occurs when our motion capture rig is not a standard Unity Humanoid rig (and again, it is almost always the case). We can expect all kinds of errors—bones rotating with an offset, deformations in the mesh, and so on.

This recipe shows how to retarget motion capture files onto a rig suitable for Unity humanoid animations. We are going to use Blender 3D.

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