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| Re: disabling IK properties from a control rig |
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Tue, 11 Sep 2007 05:10:53 +000 |
Hi Brad,
The plugin will take data from what will essentially be a mocap-like device and
map it onto a character in real time. Instead of marker data though, it will be
joint angle data (i.e. bone rotation matrices). My device basically has its own
solver, so I really only need the simplest motionbuilder data structure that can
be used as a source to channel my data to other characters.
I started with the control rig because I thought it was necessary, but at some
point today after I posted I realized, like you said, that it's really the
characterized skeleton that is used as the input. So I am in fact working with
that now.
I still have some questions about the best way to channel the data into the
skeleton. I tried using a rotational constraint, but that seemed circuitous...
should I write the data to the model directly? Also, should I channel data
directly to an existing character? To model(template)s? Or Can/should I create
my own device-specific character?
What else needs to be done so that I can
a) see it animating in realtime
b) have the ability to record/save data
?
Using the SDK I can grab the character and look at and even set its
vectors/matrices... but I know there is some extra stuff I have to do (animation
nodes / models / model templates etc) and I'm not 100% sure exactly what is and
isn't necessary.
I realize this touches a bit on SDK stuff... I posted here because I'm trying to
understand more about the underlying motionbuilder concepts before I go and
program them.
Thanks for your help.
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