Hey John,
Lets start with the Unity export
I downloaded the latest Unity version ( 4.3 ) and I did some testing using as reference my tutorial, since has been a while I used Unity
The process is still the same, but there a couple of things you need to do:
- After you created the AnimRig just delete the Geo_low and Geo_mid meshes under the "Meshes" null, so you wont export multiple subdivision of the character....you can also save this as a base character, means that you'll save the SI scene, make it a read only, so each time you need to test or apply some mocap you'll save another version named by the animation or anything else, so you don't repeat the same retargeting process all over again.....alternatively you can just delete the animation on the rig via the dopesheet oe animation mixer
- Do not switch from IK to FK, it will mess up the rig inside SI ( at least using the backflip animation that I used in the video )
- Do not Remove Constraints, just select child nodes and plot the animation ( all transforms )
- From SI 2013 x64 exporting into FBX deselect Camera and lights, leave everything else as it is
In Unity drag&drop your character into one of the project folder, then go into the project folder and click once on the character
On the right you'll see its properties window, and if you click the preview button on the bottom right you'll see your animation playing in loop once you click the play button
Unfortunately, I think because of the new Mechanim animation pipeline, I'm not able to set loop animation on my character and just drag&drop into the scene, because if I do so and hit the play button ( the big one on the top ) my character doesn't move, while in the preview window on the bottom left ( as described above ) it works
Oddly enough I have some strange skin deformation on the character ( see attached picture ), but that could be because of some not frozen geometry in SI, or it might be that something else I don't get right now
To reply to your last post about mocap:
I've succesfully exported mocap data from SI using my custom FaceRig attached to the Species Rig, and it works just perfectly, you can see a very small test on my yuotube channel, check out the last video, is old but it still count! :-D
I have 2 kinect and I'm using iPi Desktop motion capture, that for static/idle/slightly moving around is perfectly fine, but for thing like runnig or complicated action is not a solution...although I already found a solution to the running and action scene in general, which requires time and large space, two things that currently I don't have :)
If you'll use ipi Mocap just export the BVH file as a 3ds max bvh file, then the steps for the retargeting are basically the same of my UDK/Unity tutorial with the Species plugin
If you're going to use any other mocap software, well, I guess it'll be a bit of trial and error before getting the proper result
By the end of the year I'm going to upgrade my mocap gear, first for the face and maybe later for the body ( since mocap body suits are bloody expensive ), and I'm also working on my tech demo related to game pipeline, which features lots of very cool stuff that I developed for both Unity and UDK
If you need some other help let me know