Hi, I'm a solo game developer and have been finding manual animation (done in Blender) to be frustrating for a plethora of reasons, the most impactful being the lack of accurate physics to work with. I've been looking into motion capture for a while now, but have been sucking my teeth over it. The main reason for my hesitation is that my game (and any future projects I should choose to work on) will contain a wide variety of non-human creatures and characters. I don't wan't to invest in motion capture only to end up with the quality of animation being vastly different between human and non-human characters, and, as far as I can tell, most mocap solutions out there only work for specific human rigs.
So, is there a way that I (someone with limited coding experience) could transfer motion captured data to a non human rig as simply and straight-forwardly as possible? Can I specify which sensors transmit to which bones, can I attach the sensors to things other than me, such as puppets, maquettes or kitbashed animatronics? Can I rig the sensors to one section of my body but map the data to completely different bones in the rig? And is there a way I can do so with minimal in-between steps and tweaking?
Sorry if I'm coming across as a little full-on, but this has been driving me up the wall for over a week solid, and this is the closest I've gotten to any sort of answers. As far as I'm aware, this should be more than possible, I just lack the expertise to do it myself, and don't know anyone who does.
Any help would be greatly appreciated.
Cheers.
Motion Capture for Anything
maybe a late answer but about re-targeting bones maybe the addon auto-rig pro can help.
It has a remap function You can choose bones to remap on your character. so that bones don't need to have the same name.
zaanen Appreciate the reply, but unfortunately the issue is with having to use a human skeleton at all. Auto-rig pro certainly is handy, but remapping from a human skeleton to a non-human skeleton results in very distorted motions.
As an aside, after doing some digging, I've discovered that certain high-end mocap companies (Vikon in particular) have in-built skeleton solvers for non-human rigs. It doesn't help from a budgetary standpoint, but useful to put out there regardless.
Cheers.
Thanks for the information about Vicon,
I think that the chordata system does te same as the blue trident of vicon.
So you can attach chordata to anything else then the human body ofcourse. only siuze of sensor should be kept in mind.
but you could attach it different then the straps and then the sesnsor is as big as an compact flash card.
with the easy node system you could set up your own name and connection to the hub. witch channels of the hub you like t use. So it could be easier then retargeting the human. It was more that you asked if it was sensoring one part of the body to different bones in the rig.
You can always retarget but also just name the KCeptor nodes in the addon different to retarget the different body part.