pKrime / Expy-Kit

Blending different Character Rigs together
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I can't manage to apply Maximo animation on Rigify rig #15

Closed tobiasBora closed 2 years ago

tobiasBora commented 2 years ago

First, thanks for this great package... Unfortunately, I can't make it work, as when I apply my animation, only a single point of my character seems to be parented to the mixamo's rig. Maybe I just did something stupid, I'm not sure.

What I did:

I have my meshed rigged using rigify. Then, I import Maximo's backflip animation, trying various options:

image

I remove then the character added by Maximo to keep only the rig:

image

Select the Rigify rig, then the Maximo rig using shift-click, then move to pose mode:

image

image

Then, I do:

image

Then, my character has only a single point that seems to be animated, lets, arms... do not move:

image

Here is my blender file:

a.zip

pKrime commented 2 years ago

Hi, I have found the following issues:

You can regenerate the rig or download the fix from here

a.zip

then in your settings you should use

To Bind: Rigify Controls Bind Target: Rigify Metarig

This way I can see your character doing the jump

https://user-images.githubusercontent.com/5176115/159979419-c633c7be-8a1a-4429-a971-4441c4e0de13.mov

tobiasBora commented 2 years ago

Ohaou that's really cool, thank you so much! I should try again, but I'm not sure I understand the exact procedure to follow : do you suggest that I should recreate the rig or also the metarig from scratch?

I'm also not sure to understand, what do you mean by ''the animated armature is a metarig, not mixamo"? I did imported the animation from a fbx file. You mean I imported it poorly?

Also, why in your third comment there is no reference at all to Mixamo ? I guess that somehow mixamo's skeleton should be involved no?

pKrime commented 2 years ago

Hi

>>do you suggest that I should recreate the rig or also the metarig from scratch?

you don't need to: just select the metarig from the Bob collection and hit Re-Generate Rig in the Armature properties

immagine

>>what do you mean by ''the animated armature is a metarig, not mixamo"? I did imported the animation from a fbx file. You mean I imported it poorly?

I'm not sure why, but the Armature that moves is called "metarig.001" and the bones follow the metarig configuration (spine.00x, upper_arm.L), not Mixamo. Perhaps "Convert Bone Names" has been used involuntarily.

immagine

It's completely fine, but you will have to use these settings

immagine

tobiasBora commented 1 year ago

Hi, sorry for my late answer: I never had the time to test it again before today, but I confirm this works like a charm. Thank you so much for this great tool!

tobiasBora commented 1 year ago

PS: it would be great to have a few lines in the doc explaining how to debug this, notably when to choose metarig, when to choose mixamo etc… explaining how these format differ and how to recognize a given format.

pKrime commented 1 year ago

Hi, thanks for the update: I'm glad you sorted it out. The main reason why there are no docs yet is that Expy Kit has changed a lot based on the user feedback. Most changes are done though, perhaps the time is right!