hand fbx fusion body fbx

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任柔

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Dec 26, 2021, 9:58:49 PM12/26/21
to Brekel
i want use leapmotion to cap hands/finger fbx,and use kinect to cap body fbx,
but i dont know how to fusion 2 fbx,

Brekel

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Jan 1, 2022, 8:47:10 AM1/1/22
to Brekel
This will of course be entirely dependent on your 3D animation application of choice, your character rig and toolset.

In general for bodies you'll use retargeting functionality of your 3D app to transfer and adapt motion from one humanoid skeleton to another.
Some retargeting tools can deal with finger motion, otherwise you can for example use orientation/rotation constraints to let the finger joints of your rig follow those of the captured FBX file.
Op maandag 27 december 2021 om 03:58:49 UTC+1 schreef RRSG...@163.COM:

jama...@gmail.com

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Jan 1, 2022, 12:53:16 PM1/1/22
to Brekel
Not sure what animation program that you are using as this is coming from a maya user. If you are using both brekel pro body as well as the brekel pro hands, then the hand joints are the same with both programs. If you import the fbx of the pro body rig then when you import the pro hands mocap fbx, you can select the import options to update animations. This way the hand animation from brekel pro hands will replace the static animations on the pro body rig/ then you can transfer all of the animation to your customer character using maya's HIK retargeter.
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