nkeeline / Keemap-Blender-Rig-ReTargeting-Addon

Blender Rig Retargeting Addon allows mapping motions of one rig to another. Works with ANY rig and allows user to map bones from one rig to another and save mapping files out to hard drive.
GNU General Public License v3.0
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Target rig's mesh get twisted .. #7

Open seemon2 opened 3 years ago

seemon2 commented 3 years ago

Hi,

I have this other problems. When I align the bones (with the auto calculation) that will set both source and target rig bones in same rotation, this created a problem as the target rig - a mixamo rig (that has a mesh), the legs and parts of the hands get twisted. The biggest twist is around the heel and foot ..

Any advise if this can be solve with this tool. The source is a bvh rig .. that slightly different rotation from the targeted (mixamo) rig. keemap1_twistedmesh

nkeeline commented 3 years ago

You must remove ALL constraints and locks from the target bone, it is a limitation of the script that it needs a free target bone to apply rotation to. hope to fix someday.

seemon2 commented 3 years ago

Hi Nick,

I did remove all constraints on the target bone. The problem is by aligning the target bone rotation to the source bone, the mesh on the target bone get twisted. This happens on the upper/lower leg and foot. I source bone x and z is about 45 degrees rotation different from the target. So in order to "transfer the animation without any distortion" my understanding is that I have to align the target bone. And I did that using your auto calc bone adjustment .. following the order of parent to child adjustment.

I just could figure out any other way to avoid animation distortion coming from the source .. but resulting in my target mesh twisted with this target bone align (rotation wise) to the source bone. Is this always the case? when 2 armature bones are not align .. and where the target bones already have a mesh?

On Fri, Apr 30, 2021 at 4:24 AM Nick Keeline @.***> wrote:

You must remove ALL constraints and locks from the target bone, it is a limitation of the script that it needs a free target bone to apply rotation to. hope to fix someday.

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nkeeline commented 1 year ago

I just did a ton of fixes, am not sure if it resolves your problem, but please try v0.0.9 and let me know. There is a new quaternion mode that should be more robust (but it's new so maybe not).