Importing animations for use with existing, rigged model
Greetings all. A mate of mine recommended that I took a look at Cheetah and I'm glad that I did. Excellent piece of software and I'm leaning strongly towards a buy. I've been thoroughly digging through this forum and yelling at google for the last two days due to one particular issue though.
I've got an existing model, it's rigged, it's got animations, it works perfectly in Cheetah. But I've also got a bunch of bvh files with motion captures made for a similar but not identical skeleton. What I'm trying to do is import those bvh files (after converting them to fbx via blender) for use with the existing model and add them as new animation takes.
In my struggle to find information I've found tons of references, including several from this forum. But I've not been able to find a tutorial on how to do it nor any clear information on the matter. One post on this forum said;
"Hi fomeboy.
That is fairly easy to realise. Find, if it´s included the T-Pose and assign the skeleton tag by binding the pose.If there´s no comfortable pose available you have to modifier your object to match that pose at frame N°1 and bind it via tag.
Cheers Frank"
But I have no idea on how to do that with an existing skeleton. I know I can totally redo the existing skeleton, re-weight, etc for the bvh-files and then save them as separate fbx-files (these will be used with Unity) but that's the opposite of what I'm hoping for.
In other applications I'd import the bvh files and make sure its components matched the bones in my model, and I'm guessing that is what Frank was referring to with tagging, but I couldn't find any information on how to do that when there already was a skeleton in place.
To sum it up; I've got a finished model, it's rigged, it works in cheetah. I've got bvh files that I've converted to fbx which import fine into cheetah. What I don't know how to do is apply those bvh-fbx animations to the existing skeleton of the model so I don't have to re-rig it.
Epic length on this first post, sorry about that, wanted to make sure I was as clear as possible.
Greetings all. A mate of mine recommended that I took a look at Cheetah and I'm glad that I did. Excellent piece of software and I'm leaning strongly towards a buy. I've been thoroughly digging through this forum and yelling at google for the last two days due to one particular issue though.
I've got an existing model, it's rigged, it's got animations, it works perfectly in Cheetah. But I've also got a bunch of bvh files with motion captures made for a similar but not identical skeleton. What I'm trying to do is import those bvh files (after converting them to fbx via blender) for use with the existing model and add them as new animation takes.
In my struggle to find information I've found tons of references, including several from this forum. But I've not been able to find a tutorial on how to do it nor any clear information on the matter. One post on this forum said;
"Hi fomeboy.
That is fairly easy to realise. Find, if it´s included the T-Pose and assign the skeleton tag by binding the pose.If there´s no comfortable pose available you have to modifier your object to match that pose at frame N°1 and bind it via tag.
Cheers Frank"
But I have no idea on how to do that with an existing skeleton. I know I can totally redo the existing skeleton, re-weight, etc for the bvh-files and then save them as separate fbx-files (these will be used with Unity) but that's the opposite of what I'm hoping for.
In other applications I'd import the bvh files and make sure its components matched the bones in my model, and I'm guessing that is what Frank was referring to with tagging, but I couldn't find any information on how to do that when there already was a skeleton in place.
To sum it up; I've got a finished model, it's rigged, it works in cheetah. I've got bvh files that I've converted to fbx which import fine into cheetah. What I don't know how to do is apply those bvh-fbx animations to the existing skeleton of the model so I don't have to re-rig it.
Epic length on this first post, sorry about that, wanted to make sure I was as clear as possible.