Custom skeleton

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jsonedecker
Posts: 32
Joined: Wed Oct 31, 2007 7:22 am

Custom skeleton

Post by jsonedecker »

Hello,
Will it be possible to use our own skeleton with ARENA?

-John
VincentG
Posts: 7728
Joined: Mon Jul 17, 2006 5:00 am
Location: Corvallis, Oregon

Re: Custom skeleton

Post by VincentG »

Are you talking about a custom marker set?
jsonedecker
Posts: 32
Joined: Wed Oct 31, 2007 7:22 am

Re: Custom skeleton

Post by jsonedecker »

I guess I am not sure..... We currently have our characters all rigged up with a skeleton rig we built in Max. It has things like forearm twist bones and a special clavicle setup.

Will we be able to set the system up to use this skeleton?
Jim
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Joined: Mon Oct 14, 2002 5:00 am
Location: Corvallis, Oregon
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Re: Custom skeleton

Post by Jim »

Hello:

We do not support importing skeletons at this time, but it is on the list for future versions. For animation in Max, you could apply BVH data to the model, or you could go through Motion Builder and rig the C3D data from ARENA to your skeleton, in real time.

We are looking to support the FBX format for skeletons, and a few others, anything you would request as far as skeleton format?
jsonedecker
Posts: 32
Joined: Wed Oct 31, 2007 7:22 am

Re: Custom skeleton

Post by jsonedecker »

Nothing special really. We make games so our custom skeleton is designed to compensate for oddities usually found in the type of games we make. Stuff like odd shoulder and wrist rotations.

After looking more at Motion Builder it looks like we could just re-target the data to our rig and it should be fine. I'll get the trial of MB and see if I can try out one of your sample .BVH files on it.

Thanks.

-John
Jim
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Re: Custom skeleton

Post by Jim »

John:

Good idea, that seems to be what most Alpha testers are doing, MB works well for retargeting. Let me know if you need any more sample data.
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