The Carnegie Mellon University Motion Capture Database (short: CMU data) provides a large range of motion capture data in various ranges: human interaction between two subjects, interaction with the environment (playground, uneven terrain, ...), locomotion (walking, running, ...), or even physical activities (basketball, dance, ... ). This guideline shows how to import these CMU data into our Unreal projects.
The current guideline only considers the main skeleton of our characters, hands have not been tested yet! If you do this, please extend the guideline below. |
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1. Preparation Steps
-
Install Autodesk MotionBuilder 2018. It is available as a free trial for 30 days as well as under an education license, in case you are enrolled at a university. However, you can also use the installed version on the modeling PC in our Lab.
-
Export the skeletal mesh from Unreal
right-click on skeletal mesh asset --> Asset Actions --> Export
,
on which you want to map the CMU data.
By default, we provide a character calledHenry
(CharacterCreator model) in our character plugin, so ensure, the data is mapped to his skeleton as well. -
Finally, download the desired CMU data from the CMU website. Please download the
.amc
as well as the.asf
file! Additionally, add a T-pose to the.amc
file, like this
(see also https://www.youtube.com/watch?v=SfM-KYbhLzo)
2. Prepare MotionBuilder Character
-
Open --> File to load the .fbx of your character into MotionBuilder
-
Tip:
Find your character underScene
in theNavigator
window. Right-click on the mesh and selectCreate Group From Selected Item(s)
. The resulting group entry can be found in theResources
window in tabGroups
. Here you can also set a descriptive name. Repeat this step for the skeleton. Therefore, select the root, right-click, and chooseSelect Branches
first, to select all elements of the skeleton. Then repeat the grouping action and the descriptive name. Disable the mesh group, as the skeleton is of importance for now. -
Manually adopt the pose of the character to a T-Pose. Therefore, you can use the
Rotate
option on the right of the view window on the respective bones. -
Pull a Character from
Asset Browser / Characters
in theResources
window onto the skeleton (rename it to Character_Model for sake of clarity). -
Double click on the new character in the
Navigator
window. -
Fill in Character Definition, e.g., for Character Creator 3 (drag and drop bones from
Navigator
window)Name Bone Base Hips pelvis LeftUpLeg thigh_l LeftLeg calf_l LeftFoot foot_l RightUpLeg thigh_r RightLeg calf_r RightFoot foot_r Spine spine_01 LeftArm upperarm_l LeftForeArm lowerarm_l LeftHand hand_l RightArm upperarm_r RightForeArm lowerarm_r RightHand hand_r Head head Auxiliary LeftShoulder clavicle_l RightShoulder clavicle_r Neck neck_01 Spine Spine spine_01 Spine1 spine_02 Spine2 spine_03 (keep the rest blank)
-
If you are done, click on
Characterize
and then chooseBiped
3. Map the Motion
-
File --> Motion File Import
both motion files (.amc
in TPose and.asf
) together into MotionBuilder. Adapt the FPS number (info can be found on the CMU site) in the import dialogue. -
Tip: Group the animation data found under
Scene
in theNavigator
window, as you did for the skeleton. -
Pull a Character from
Asset Browser /Characters
in theResources
window onto the animated skeleton (rename it to Character_Motion). -
Double click on the new character in the
Navigator
window. -
Fill in Character Definition (drag and drop bones from the animation from the
Navigator
window)Name Bone Base Hips VICON:root LeftUpLeg VICON:lfemur LeftLeg VICON:ltibia LeftFoot VICON:lfoot RightUpLeg VICON:rfemur RightLeg VICON:rtibia RightFoot VICON:rfoot Spine VICON:lowerback LeftArm VICON:lhumerus LeftForeArm VICON:lradius LeftHand VICON:lwrist RightArm VICON:rhumerus RightForeArm VICON:rradius RightHand VICON:rwrist Head VICON:head Auxiliary LeftShoulder VICON:lclavicle RightShoulder VICON:rclavicle Neck VICON:lowerneck Spine Spine VICON:lowerback Spine1 VICON:upperback Spine2 VICON:thorax -
If you are done, click on
Characterize
and then chooseBiped
4. Test And Export Mapped Animation
- For Character_Model choose the
Source
in theCaracter Controls
window to be Character_Motion. - Hit play in the
Transport Controls
windows. Now your model should be moving. - Click on the mesh and in the top right on
Bake (plot) Skeleton
File --> Save
- Drag and drop the fbx into Unreal, make sure to remove the tick on Import Mesh and set as Skeleton the skeletal mesh that you exported in the first step
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