Hi. I’m currently working on a biped mocap rig, that will have mocap data added to it after the rigs are constructed, and need to create a manipulatable FK/IK rig to be driven by the mocap rig, but still able to be manipulated. Trying to kick around some ideas. Let me know if you have any ideas on how to achieve this desired result smoothly.
I guess your mocap rig is just a animated raw skeleton. Concept wise this is what we do.
To drive a single control on your rig, you’ll need to do these basic things
[ul]
[li]constrain a group to chosen joint on your mocap skeleton
[/li][li]parent a Control under this group for tweeking/animating the bound data
[/li][li]parent a group under this controller and constrain your final rig to that that child group
[/li][/ul]
Lather, rinse and repeat, then organise this into a intermediate rig which will be fully animatable and will drive your actual rig.
-Dave
Ok, so I created a bind skeleton to take the weighting of the character, the FK/IK rig, and the mocap skeleton. I used your steps and they work great. Only issue I am having is the pole vector joints in the IK arms and legs (knee and elbow) are not keeping the precise position as the mocap joints. They shift slightly, even with the pole vector control following the steps listed. The pole vector control is positioned precisely to avoid the shifting of the pole vector joint when applied the pole vector constraint. So, just curious how to fix this. Otherwise, this worked great, and I have everything moving with the mocap skeleton.
We bind our rigs the mocap TPose and our rigs are in a TPose also. We just tweak the pole bind rig controllers while in this state. We move the pole bind controllers forward a little so the aren’t bound directly to the knee on the mocap. It’s not ideal for every situation but you be able to leave this bind live and get your cleanup department to animate your bind rig to cleanup any bad data transfer. Then we finally bake the data onto you rigs.
Good luck, PS you can get funky with referencing batch whole libraries of animation.
-Dave
Thanks a lot for the help. Helped out a lot.