Thursday, November 17, 2011

AutoSkeleton Frustration

This week I focused on getting the auto-rigging working. At this point I've written all the code necessary to fit the skeleton, but it does not work quite yet. I'm in the process of debugging, but it looks like it's not finding the right joint locations within the model, thus it is not actually rearranging the skeleton, so I'm not calling Advanced Skeleton's attach method. If I can figure out why the measurements are not working correctly, than the majority of the coding will be done for the skinning!

Another one of my major frustrations was actually changing the skeleton given by Advanced Skeleton by Pinocchio standards. I think this might be a bigger problem in the future, because I'm not calling the moving the joints to their places properly. When setting up the rig manually, I followed Advanced Skeleton's tutorial video, and they preferred a lot of rotation changes to orient the rig accordingly, but Pinocchio prefers translation it seems, so I'm thinking this might lead to weight attachment issues, which once the skeleton looks right will be the next major problem.

Another thing I'm working on is moving my data-driven walk-cycles into Maya. I'm trying to see how I can copy and modify those animations from the mo-cap files with my plug-in. I want to gather more body types, and will be working with Joe to get more walk-cycles besides my own, in the future.

Short post, unfortunately, but I hope to have a lot to actually show next week, because then things will be working.

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