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Update Import Data/CMU Animation Data
authored
Nov 19, 2020
by
Andrea Bönsch
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Import-Data/CMU-Animation-Data.md
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*
Export the skeletal mesh from Unreal (right-click on skeletal mesh asset --> Asset Actions --> Export)
*
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)
*
Pull a Character from ''Asset Browser / Characters'' onto the skeleton (rename it to Character_Model)
*
Double click on the new character in the Navigator
*
Fill in Character Definition, e.g. for Character Creator 3 (drag and drop bones from Navigator)
| 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, we did not test hands yet, if you do add it here)
*
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

(see also https://www.youtube.com/watch?v=SfM-KYbhLzo)
* ``
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)
| 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 |
*
Click on Characterize
*
For Character_Model choose the Source to be Character_Motion, 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
|:arrow_left:
[
Go back to _import data_ page
](
Import-Data
)
|
|--------------:|
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