Part 4: Text Documentation

 Animation Cleaning Pipeline



 Setting up LiveAction's Animation Cleaning Pipeline

When using the IKinema's Animation Cleaning Pipeline there are a few things we need to know:

1: There are three nodes that make up LiveAction ACP:

- Motion Filtering and Cleaning Node

- Feet Sliding Compensation Node

- Floor Level Compensation Node

2:  The order these nodes are placed in are very important. Figure 1 has the ideal order for the nodes.

3: When setting up a new ACP node disconnect any other ACP  node you have set up. Run any new ACP node by itself and then add the other nodes back to the setup.

Figure 1



Motion Filtering and Cleaning Node

The Motion Filtering and Cleaning Node (figure 2) helps remove noise and jitters that have been captured in your mocap data.

Figure 2



Let's create the node, right click in the ABP and search ‘Motion Filtering and Cleaning Node’ then chose your rig (figure 3).

Figure 3



Connect up the node to the ABP and then set the filter smoothness, the value range is 0-1 (figure 4).

Figure 4

Compile and save once happy.


Feet Sliding Node

The Feet Sliding Node (figure 5) helps remove any sliding that may be in your data.

Figure 5



Create the Feet Sliding Node. Then disconnect the Motion Filtering Node from the setup and connect the Feet Sliding Node (figure 6). Remember not to delete the node we disconnected.

Figure 6



Then go to your IKinema Rig (figure 7):

1: Select the bones you wish to reduce the sliding on, these are usually the feet, toes and or hands.

2: Under details, expand the Animation Cleaning Pipeline dropdown and enable ‘Auto Locking’.

3: Then under the ‘Auto Locking’ dropdown enable ‘IS Locking’.

Set the min and max thresholds, these are the in and out value for the sliding feature.

Set the frames to blend, this is how many frames you have allowed to blend between the data and the locking of the data.

4: Save and go back to the ABP.

Figure 7



Once you're happy with the effects of the Feet Sliding Node add the Motion Filtering Node back to the pipeline and make sure they run together without any issues (figure 8).

Figure 8



Floor Level Compensation Node

The Floor Level Compensation Node (figure 9) allows your characters data to adapt to any terrain.

Figure 9



Right click and create the node and add it to the pipeline, while remembering to disconnect the other ACP’s from the pipeline.

Go back to the IKinema Rig Editor (figure 10):

1: Select the feet and toe bones.

2: Enable the Floor compensation under the ACP dropdown.

3: Expand the ‘Floor Level Compensation’ drop down and now we need to set the ‘Mesh Offset’

Figure 10



To find your mesh offset:

1: Open up your character skeleton (figure 11)

Figure 11


2: Then in your skeleton, go show (figure 12)

3: Display Info

4: And enable Detailed

Figure 12



5: Then select the bone (usually the feet or toes bone) and the third number under component is the selected bones mesh offset (figure 13)

Figure 13



Enter the mesh offset back in the Rig Editor (figure 14). Do this for your feet and toe bones.

Figure 14



You may need to increase the offset. This is because the mesh offset is from the bones location and doesn't take the mesh size into consideration.

Once done, save and jump back into the ABP

See if the node works and if so add the other two nodes to the setup.

Remember to the have the order of the nodes as they are in figure 15.

Figure 15

If you're having any issues please visit our FAQ Page.