Motive Direct to Unity Skeleton Re-Targeting is inaccurate
Posted: Fri Sep 09, 2016 6:40 pm
The re-targeting provided by the direct Unity plugin seems to not provide a one to one correspondence between the source (i.e. Motive) bone angles and root (hip) position. It is pretty close, but is off enough that it is problematic for my use case. Here is an example video that focuses on the foot plants in a walking animation in slow motion which makes the problem quite visible:
https://www.youtube.com/watch?v=GmYyIHa ... e=youtu.be
Note that I understand completely that motion on a re-targeted Unity Mecanim skeleton will not look exactly the same as the skeleton rig in Motive due to different bone lengths on the target model and bone weights for the target model skin. However, it appears that the joint angles for the bone correspondence and root transform don't even match up, which I would expect to be the same. There is a lot of lateral sliding on the feet which doesn't seem to be explainable by different skeleton dimensions.
It is unclear to me if this is a problem with the plugin or a bug in Unity's muscle space re-targeting. I tried to do my own implementation of re-targeting on top of simple BVH files and ran into similar issues. My thread on this issue on the Unity forums is here:
http://forum.unity3d.com/threads/mecani ... on.430381/
https://www.youtube.com/watch?v=GmYyIHa ... e=youtu.be
Note that I understand completely that motion on a re-targeted Unity Mecanim skeleton will not look exactly the same as the skeleton rig in Motive due to different bone lengths on the target model and bone weights for the target model skin. However, it appears that the joint angles for the bone correspondence and root transform don't even match up, which I would expect to be the same. There is a lot of lateral sliding on the feet which doesn't seem to be explainable by different skeleton dimensions.
It is unclear to me if this is a problem with the plugin or a bug in Unity's muscle space re-targeting. I tried to do my own implementation of re-targeting on top of simple BVH files and ran into similar issues. My thread on this issue on the Unity forums is here:
http://forum.unity3d.com/threads/mecani ... on.430381/