Inaccurate Head and Neck movement
Posted: Tue Mar 21, 2017 10:21 am
We've been using Motive for a while, and we've noticed repeatedly that the skeletal rotations for Head and Neck seem to be inaccurately inferred from the marker data.
Specifically, when the head rotates left and right, an incorrect orthagonal rotation on the neck joint causes the entire neck to seem to "swing" left or right. We are constantly having to go into the mocap data and correct this by removing the lateral rotation on the neck so that the normal and expected rotation looks correct when applied to the character.
Likewise with head rotations. It seems as though "look up" and "look down" rotations are greatly exagerated, and are causing additional unwanted rotations in the neck joint which - when directly mapped to physically realistic rigs, makes the head appear to nod downwards in physically unrealistic ways.
My question: is this a well known problem in Motive in inferring accurate motion on head and neck joints? Have we miscalibrated in some way (we've spent time with the actors and software to try to figure out what is wrong, but have not been able to identify it).
Having to correct this issue, or to build custom rigs which can correctly constrain unwanted and unrealstic head and neck mostion is becoming a problem for our workflow.
Any information that anyone might have on this issue would be greatly appreciated.
Specifically, when the head rotates left and right, an incorrect orthagonal rotation on the neck joint causes the entire neck to seem to "swing" left or right. We are constantly having to go into the mocap data and correct this by removing the lateral rotation on the neck so that the normal and expected rotation looks correct when applied to the character.
Likewise with head rotations. It seems as though "look up" and "look down" rotations are greatly exagerated, and are causing additional unwanted rotations in the neck joint which - when directly mapped to physically realistic rigs, makes the head appear to nod downwards in physically unrealistic ways.
My question: is this a well known problem in Motive in inferring accurate motion on head and neck joints? Have we miscalibrated in some way (we've spent time with the actors and software to try to figure out what is wrong, but have not been able to identify it).
Having to correct this issue, or to build custom rigs which can correctly constrain unwanted and unrealstic head and neck mostion is becoming a problem for our workflow.
Any information that anyone might have on this issue would be greatly appreciated.