Update CMU Animation Data authored by Andrea Bönsch's avatar Andrea Bönsch
* Export the skeletal mesh from Unreal (right-click on skeletal mesh asset --> Asset Actions --> Export)
The [Carnegie Mellon University Motion Capture Database](http://mocap.cs.cmu.edu/) (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.
---
|:warning: |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.|
|---|---|
---
## 1. Preparation Step
- Install [Autodesk MotionBuilder 2018](https://www.autodesk.com/products/motionbuilder/). 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. Per default, we provide a character called `Henry` (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](http://mocap.cs.cmu.edu/). Please download the ``.amc`` as well as the ``.asf`` file! Additionally, add a T-pose to the ``.amc`` file, like this
![image](uploads/93002b0689407f3ec809d0e9aad0400e/image.png)
(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
* Tipp: create a group for the mesh as well as the skeleton (for the latter, use select branch first)
* Manually adopt the pose of the character to a T-Pose (`rotate` option on the right of the view window)
......@@ -38,11 +55,7 @@
*Click on Characterize and then choose ``Biped``
* Motion data can be downloaded from [CMU website](http://mocap.cs.cmu.edu/)
* Download ``.amc`` and ``.asf'' file
* Add T-pose to``.amc`` file, like this
![image](uploads/93002b0689407f3ec809d0e9aad0400e/image.png)
(see also https://www.youtube.com/watch?v=SfM-KYbhLzo)
## 3. Map the Motion
* ``File --> Motion File Import'' both files together into Motionbuilder
* pull a Character from Asset Browser /Characters onto the animated skeleton (rename it to Character_Motion)
......
......