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[Closed] remapping animation

i have constructed a rig system in max as in demo here

http://vimeo.com/18911981
and i used in many charactes of course of different sizes and proportions
my question may be somewhat shallow :
how to remap animation among these characters
i.e how to make just like cs in that i save animation in one save it then load it on
another character?
i just need a clue or any big points to follow in writing this tool
N.B of course character has attributes on controllers

2 Replies
 JHN

Remapping is assigning animation to different nodes and retargetting is conforming the data to the new limb sizes. In it’s simplest form it’s a multiplier to the position data, in it’s most complicated form it’s a solver looking for the best fit of the data. Max has load save animation with a retargetting using a simple scaling routine, that could be enough for you already, so have a look there for starters. Motionbuilders has more complex solvers for retargetting, with loads of weighting options, like pulling certain joints more tight and various others for determining how tight certain parts should pull, shoulders more and hips less etc.

My suggestion is to first take a look at the build in animation load save tool in max. And go from there,

-Johan

i went through that load and save animation topics in max help , well let me say that it looks so annoying for me
i found so many conditions and confusions that made me feel that the process is great pain that i d recommend the animator
to redo the animation instead (kidding of course!).
however your own speech was much more reasonable for me , as i want to do something that s few clicks away to do
remapping and reloading animation on different characters , you may watched luis san jean reel (luigi here on cgscociety)
you ll find how piece of cake he turned things into , i wil appreciate if much more valuble guidence are put in here , i m
going through trials and errors while waiting to have any valuable infos .
i m working on using the scale factor on each joint and multiplying that by every thing pertaining to that joint still not finished
but hope it works fine