... | ... | @@ -56,6 +56,7 @@ Assign following input mappings in the input action settings of your project to |
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Go to the Details Panel of the MCController and adjust the properties under "MotionCapture ...":
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**Motion Capture**
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- **Scale** The scale applied to the animation mesh before applying all the recorded data. Important for recording and animation translation. In the translation, the mesh is scaled back to the original scale at the end.
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- **Path to Measurement File** The path to the file containing your measurements. It is relative to the project folder.
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- **Name of Recording** The folder name to which the recording data will be saved after the recording and loaded from in the "Save Animation" stage.
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- **Enable Finger Reproduction** Whether the finger data from the Index controllers should be recorded/saved.
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... | ... | @@ -77,14 +78,20 @@ Go to the Details Panel of the MCController and adjust the properties under "Mot |
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- **Default Pose Reference Anim Time** The time of the animation which you want to take as the default pose in seconds.
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- **Default Pose Reference Anim Part** The part of the recording (the different animation files generated are the parts) which you want to take as the default pose. Begins at 1.
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- **Default Pose Time To Interpolate To It** The time the interpolation to the default pose begins/ends relative from the animations start/end.
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- **Hip Reducing Center** For reducing hip position movement. This is the position around which the movement is reduced.
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- **Chest Control Center** Relative to the average hip position after hip reduction is applied. Moves the chest, so that the average chest position is located at this center. (currently, only y value is applied)
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- **Chest Control Factor** Controls how much influence the chest control center has over the chest position. 1 means it is shifted fully, 0 means none at all. Other values represent overshooting.
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- **Set Chest Transform After Arm IK** Per default, after the spine and arm IK is done, the chest transform is set again to the recorded chest transform to ensure that they match. This however means, that the arms cannot reach their goal positions in many configuration. If this is desired (e.g. for avatars). this property can be turned off.
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- **Hip Shift To Reducing Center** Controls if the hip position average should be shifted to the hip reducing center before applying hip reduction. The Hip Reducing Factor has no influence over the shifting.
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- **Hip Reducing Center** For reducing hip position movement. This is the position around which the movement is reduced and if selected above also shifted towards. Relative to the left and right foot planes.
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- **Hip Reducing Factor** This factor determines how strong the hip movement should be reduced. 1 would be static while 0 is not at all.
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- **Nr of Leg Smoothing Iterations** Configures, how many times smoothing at the hip and feet input data shall be performed while translating the animation.
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- **Nr of Leg Smoothing Iterations** Configures, how many times smoothing at the hip and feet input data shall be performed while translating the animation. (currently only at hip)
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- **Leg Smoothing Neighbor Window** A greater value will increase the smooth amount per iteration.
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- **Lock Feet To Green Foot Indicators** Whether the feet should be positioned and rotated to the foot plane transforms
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- **Cap On Pulling Down Body For Foot Stability** To reduce foot wiggling when the feet are locked to the foot indications, the body is pulled down so that the legs can handle the distance between the feet/hip. This is a cap on pulling down to stop the legs from being bent too much.
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- **Foot Height Target** The height target of the feet. Useful for translating animations to different meshes.
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- **Max Leg Length** To reduce foot wiggling when the feet are locked to the foot indications, the body is pulled down so that the legs can handle the distance between the feet/hip. This indicates how long the recorded distance from foot to hip is allowed to be maximally before pulling down.
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- **Use Captured Hand Position** Select if you want to use the position from the hand controllers or the rotation of the elbows for hand positioning
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- **Limit the hand rotation (can cause rotational jumping)** Limit the rotation of the hands along their forward axis
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- **Finger Angle Scale** Controlling how strong the hands and fingers are closed. 1 would be a fist, 0 none at all. 0.25 seems to be a good subtle closing.
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- **Additional Post Processing Offsets** If you see, that a rotation or position looks consistently unnatural throughout an animation, you can offset the rotation or position and translate this animation again. Also useful for translating a bunch of animations with the same offset.
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