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how to setup Head joint?

Posted: Mon Aug 09, 2010 6:29 pm
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?

Re: how to setup Head joint?

Posted: Tue Aug 10, 2010 8:12 am
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

Re: how to setup Head joint?

Posted: Wed Aug 11, 2010 10:57 am
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?