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democap:motiontransferautohuman [2023/06/03 19:19] dragonlorddemocap:motiontransferautohuman [2023/06/04 10:09] (current) dragonlord
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 Arm reach is applied along X, Y and Z axis. A uniform reach would cause problems due to shoulder movement. The X axis reach is from the body center to the side. This reach is a direct product of the T-Pose while calibrating. The Y axis reach is found if the arms are lowered hanging by the side. The Z axis reach is found if the arms are pointing straight forward. The reach scaling is multiplied with each of these axes. Hence the reach scaling is (from left to right): to the side, downwards, forward. Arm reach is applied along X, Y and Z axis. A uniform reach would cause problems due to shoulder movement. The X axis reach is from the body center to the side. This reach is a direct product of the T-Pose while calibrating. The Y axis reach is found if the arms are lowered hanging by the side. The Z axis reach is found if the arms are pointing straight forward. The reach scaling is multiplied with each of these axes. Hence the reach scaling is (from left to right): to the side, downwards, forward.
  
-The best way to adjust these values is to change the value, save the configuration and using reconfiguration.+The best way to adjust these values is to use the [[democap:pct_autohuman|Tweaking Panel]].
  
 The reach scaling is typically in the range from 0.8 to 1.2 . The reach scaling is typically in the range from 0.8 to 1.2 .
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 Bend Axis affects only the bending of the bone chain. It does not affect the bending angle calculation. This allows to calculate the bending for one direction while applying it to a bone chain pointing into another direction.  Bend Axis affects only the bending of the bone chain. It does not affect the bending angle calculation. This allows to calculate the bending for one direction while applying it to a bone chain pointing into another direction. 
 +
 +===== Relocate Arms =====
 +
 +If checked the actor hand and elbow trackers position is relocated relative to the chest. This has to be used for characters with horizontal bodies like dinosaurs where the chest area is located from the waist forward instead of upwards. Using spine bend axis can work in such situations but relocating is usually better and allows the camera to still be attached to the character head.
  
 <WRAP clear></WRAP> <WRAP clear></WRAP>
  
democap/motiontransferautohuman.1685819993.txt.gz · Last modified: 2023/06/03 19:19 by dragonlord