Reset local axis while remain positions in hierarchy script
Hello,
I have modified the Pose Utility script, added two features:
1. Reset Axis
Let you clear all rotations while keeping all positions.
Maya style bind pose usually has many pre-rotations and post-rotations, even if you checked that of FBX import setting, the loaded joint merged them to its rotations, the independent pre-rotation and post-rotation are actually lost in the joint, so if you reset all the rotations in Pose Utility script, the pose looks very strange, but you may use this new function to clear all the rotations while keeping all positions in bind pose, so it becomes the new bind pose.
Then you can orient all joints with your desired axis, I'd like the default (Orientation: XYZ, Second Axis: +Z) mode, and skin your model with the new bind pose again in Cheetah3D.
The new skeleton can use the script to mirror poses and swapped poses between left and right correctly now.
2. Second Axis
If the second axis of the joints is not the default +X axis in the original Pose Utility script, such as +Z, +Y, etc. it can not work correctly, so I added this option, you may select that axis if you are using a different second axis.
Note: The new functions may not work in all cases, but it really helped me a lot.:smile:
I have converted all my Maya style skeletons to C3D successfully with this improved script.
Hello,
I have modified the Pose Utility script, added two features:
1. Reset Axis
Let you clear all rotations while keeping all positions.
Maya style bind pose usually has many pre-rotations and post-rotations, even if you checked that of FBX import setting, the loaded joint merged them to its rotations, the independent pre-rotation and post-rotation are actually lost in the joint, so if you reset all the rotations in Pose Utility script, the pose looks very strange, but you may use this new function to clear all the rotations while keeping all positions in bind pose, so it becomes the new bind pose.
Then you can orient all joints with your desired axis, I'd like the default (Orientation: XYZ, Second Axis: +Z) mode, and skin your model with the new bind pose again in Cheetah3D.
The new skeleton can use the script to mirror poses and swapped poses between left and right correctly now.
2. Second Axis
If the second axis of the joints is not the default +X axis in the original Pose Utility script, such as +Z, +Y, etc. it can not work correctly, so I added this option, you may select that axis if you are using a different second axis.
Note: The new functions may not work in all cases, but it really helped me a lot.:smile:
I have converted all my Maya style skeletons to C3D successfully with this improved script.
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