Update CMU Animation Data authored by Andrea Bönsch's avatar Andrea Bönsch
......@@ -21,7 +21,7 @@ By default, we provide a character called `Henry` (CharacterCreator model) in ou
## 2. Prepare MotionBuilder Character
* Open --> File to load the .fbx of your character into MotionBuilder
* Tipp:\
* Tip:\
Find your character under `Scene` in the `Navigator` window. Right-click on the mesh and select `Create Group From Selected Item(s)`. The resulting group entry can be found in the `Resources` window in tab `Groups`. Here you can also set a descriptive name. Repeat this step for the skeleton. Therefore, select the root, right-click, and choose `Select 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 the `Resources` window onto the skeleton (rename it to Character_Model for sake of clarity).
......@@ -60,8 +60,11 @@ By default, we provide a character called `Henry` (CharacterCreator model) in ou
## 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)
* `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 the `Navigator` window, as you did for the skeleton.
* Pull a Character from `Asset Browser /Characters` in the `Resources` 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 |
| ------ | ------ |
......@@ -90,11 +93,14 @@ By default, we provide a character called `Henry` (CharacterCreator model) in ou
| 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
* If you are done, click on `Characterize` and then choose ``Biped``
# 4. Test And Export Mapped Animation
* For Character_Model choose the `Source` in the `Caracter 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``
![image](uploads/d43d8eb9cf17f30ba781bd639259fe70/image.png)
* File --> Save
* `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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