Open black0017 opened 4 years ago
The exported BVH file, however, can be directly imported to, for example, Blender (#6). The problem is the avatar. You need to have an avatar that's directly compatible with Adam's skeleton hierarchy. For Unity, I have an explanation in #17.
It is possible to use Unity's Humanoid Rig to translate MoCap animations to models with different rigs? We are trying to, but there are a lot of missing bones (like hands) in the Adam rig. Did you use Humanoid Rig, or just a generic rig that matches bone by bone to Adam's?
@carcasanchez @black0017 Have you solve BVH file to Unity retargeting? Any help would be greatly appreciated
It is possible to use Unity's Humanoid Rig to translate MoCap animations to models with different rigs? We are trying to, but there are a lot of missing bones (like hands) in the Adam rig. Did you use Humanoid Rig, or just a generic rig that matches bone by bone to Adam's?
I am not personally an expert in Unity, unfortunately, so I don't really know what a 'Humanoid Rig' in Unity means. I think the artist was matching bone by bone with Adam.
Can you provide any information about the re-targeting in Unity? I observed the your code outputs a bvh files. Are the bvh files directly imported and mapped to Unity's mechanim animation system? Thanks in advance.