Cartoonish humanoid structure problem


#1

Hi everybody,

Currently I’m trying to capturing bones information from Ni-Mate. The problem is that the proportions of the character are different from a regular human.

The points (empties) of reference to capture movements doesn’t coincide with the bones structure of my character, which generate wrongs movements. How can I solve that? Is there some tutorial that I can use?

By the way I’m working with Blender3D…


#2

Hello!

Retargeting the captured motion data on your rig will require some work. Mostly, you’ll only want to map the orientation data to all joints except the root join (hip). For hips, add both position and orientation. This way the root of the skeleton follows the approximate position of your mocap data, while everything else only applies the relative rotation.

For the orientation, use either track to constraints or copy rotation constraints.