Closed KiaArmani closed 1 year ago
Upon clicking on "set up", the source armature is supposed to go into the rest pose. The point of that is that you then adjust the target's pose to match the source, then save it by clicking apply, so the addon can calculate the delta transforms. Reading your post it seems that you have given the source a pose beforehand, what were the intentions of that?
Assuming you mean the poses in the Scene Collection view, those existed upon import already for both.
EDIT: It seems that the "reset" pose I described is in fact the pose that is coming from the MoCap file.
I have the same exact issue as described above. BVH files come with the weird rest pose where all the bones point down. I already had my source posed correctly before. hitting the setup button. What would really help would be to say "Use current poses to calculate deltas" or something. Because resetting the rest pose on an armature that already has animation will destroy the animation... so that's not an option either. It probably complicates the script but it would really make it usable.
I also see this happening. The source actually goes into rest pose and my target as well. Hitting apply it keeps showing no rest pose, i dont see any error output.
You state we need to edit the source pose right? The panel will disappear then, is that correct?
PS in your description it is stated the otherway around. At point 5 its states this
Next you have to set up the rest pose alignment. Click on "Set up", then change the pose of your target armature in a way, that it optimally fits your source armatures rest pose. When done click 'Apply'.
@schroef I stated that you need to adjust the pose of the target armature, never the source. The said pose alignment must be done directly after clicking "Set up"; If done outside of this mode, the addon will not interpret the poses correctly. If you hit "Apply" without making any changes, the addon mistakingly assumes this step has not been completed, so until I have fixed this, rotate one bone ever so slightly ;)
Perhaps I didn't get this line correct, but to me it sounded like we needed to adjust the source
It was a couple responses back upwards "The point of that is that you then adjust the source's pose to match the target, then save it by clicking apply, s"
Yes, that was incorrect, my bad.
Closing as it seems stale. Please reopen if it is not resolved.
I am currently trying to retarget an exported BVH animation from Rokoko Studio to the Unreal Engine Skeleton. For this, I exported the Unreal Mannequin and imported it into Blender as FBX and then imported the BVH (which has no mesh), set up the bone mapping & ended up with this.
With the problem being that as I soon as I hit "Set Up" I am greeted with a "resetted" looking source pose.
I have attached the models and my bone mapping to this issue.
blender-anim-retargeting.zip