how to setup Head joint?

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DanB
Posts: 19
Joined: Fri Mar 30, 2007 7:55 pm

how to setup Head joint?

Post by DanB »

We recorded some face mocap, exported to our 3d program. In that program we are trying to setup the markers under a null which is under our head joint. When we do this the face moves all around as it did in the capture, but the head joint is stationary. So this give the appearance of the face pulling away from the head.

I've also tried to weight the entire head with the 4 crown markers, but when i did this the mesh would not stay stationary on the neck and the head joint and markers would float around.

What is the correct way to setup a head joint so that the markers will follow as children?
DonBurroni
Posts: 127
Joined: Thu May 27, 2010 2:26 am
Location: Manchester, UK

Re: how to setup Head joint?

Post by DonBurroni »

hi you need to remove the global transformation for the head, and thus for the face markers,
Arena Expression will allow you to export the data without the headmovemnet. (but from my experience it still has a little movement.

Good luck, Dodes the python scrip work for you?
Burroni
DanB
Posts: 19
Joined: Fri Mar 30, 2007 7:55 pm

Re: how to setup Head joint?

Post by DanB »

Hi,

What would be the step by step way of doing that?

We exported from expression with default fbx settings. I see that if i export as C3d there is an option for no head movement, but no option for FBX.

How can i export no head movement by fbx from expression?

Python Scripts?
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