High quality mocap solving using flexible mocap approach
Marker cloud to skeleton
High quality mocap solving using the Actor
Marker cloud to skeleton
Automatic real-time drop out compensation
Advanced foot setup for marker solving
High quality retargeting in constraint space
Retargetring without FK data
Classical retargeting from FK data
Advanced foot setup in retargeting
Stiffness Parameter - IKinema Action for Motionbuilder
Retargeting from Human to Creature - IKinema Action for MotionBuilder
Quadruped Retargeting - IKinema Action for MotionBuilder
Setting up IKinema solver
Adjust match pose during solving from markers
Adjust the retargeting match pose
Stiffness for individual segments (bones)
Using Flexible mocap with IKinema
Retargeting with IK tasks / constraints
Retargeting with floor penetration compensation
Marker solving with penetration compensation
Plotting animation with IKinema solver
Retargeting with variable steps (action space compensation)
Exclude bones from the IKinema solver
Calculate To Source - IKinema Action for MotionBuilder
Reset Defaults - IKinema Action 2.0 for MotionBuilder
1. You are able to reset Marker Solve and Retarget settings to their default settings from the IKinema solver, properties by pressing the Reset Defaults button.
2. This is really helpful for when you've done some unwanted changes (for example inappropriate retargeting gain) or you want to start with settings which are best suitable for a wide range of scenario.
3. If the checkbox for the parameter, Always use defaults is active then on each solver initialization the default settings will automatically apply.
4. If you do want to use your own custom settings then make sure you Uncheck Always Use Defaults.
5. Using the default settings doesn't override the per marker settings you’ve manually input.
Adjust Match Pose - IKinema Action 2.0 for MotionBuilder
1. When solving from markers, for consistent results across all your takes and for better local adjustment we have made some changes for when you are adjusting the match pose.
2. You can still change the match pose anytime, on any take and in anyway you wish but now we always keep the reference to the neutral characterization pose.
3. To adjust the match pose you set the source to none and rotate or move the bones.
4. In the properties of each bone in the solver, there is a checkbox for the parameter IKinema Lock Tip Offsets.
5. When you enable it all children bones have their marker offsets locked and upon setting the source the offsets will return to their locked values.
6 If you want to lock the entire skeleton, lock the tip offsets for the hips.
7. If you want to adjust locally select the parent bone of a chain and unlock the tip offsets.
8. When you set the source back, the pose will be updated but only for the unlocked bones.
ACP filtering - IKinema Action 2.0 for MotionBuilder
1. You can filter noisy and jittery motion with IKinema Advanced Cleaning Pipeline filtering functionality.
2. You can filter marker solve and retarget setups, live or in post-production.
3. The ACP menu can be found in the IKinema Solver Properties.
4. To enable filtering expand ACP Filtering dropdown and enable Motion Filter Checkbox.
5. You can choose between "Filter I Zero phase" that is suitable for less noise and live setups and "Filter II Classic" that is great for heavy noise and offline work in post.
6. You can set the influence of the filter by the Filter Strength value. The range is from 0 to 1.
7. In our example, because of the heavy noise we will choose Filter II Classic and Filter Strength value of 0.9.
ACP Sliding Fix - IKinema Action 2.0 for MotionBuilder
1. With IKinema Advanced Cleaning Pipeline or ACP for short, you can automatically remove imperfections in the solve of body parts that should be firmly locked in space. A common example of this issue is with the feet.
2. The automatic feet sliding fix is useful when you have a bad solve or despite the bones following the marker groups you want an even better foot placing.
3. First, you have to enable the ACP Sliding Stabilization that is found in the solver properties.
4. Expand the rollout and check Sliding Stabilization.
5. The settings you use for the fix are LockIn threshold and LockOut threshold and Frames to interpolate.
6. LockIn and LockOut thresholds are the velocity threshold for locking and unlocking a body part. LockOut threshold should always be higher that the LockIn threshold.
7. Frames to interpolate is the time range in frames for blending back to the FK positions upon unlock. Keep in mind that they are not in relation to your scene playback so set values appropriate for you playback FPS.
8. Now you have to enable ACP Sliding Stabilization for the bones.
9. Select both ankles and toe base bones, enable ACP Sliding Stabilization.
10. You can use per bone value to override the general settings that are found in the solver properties.
11. In this tutorial, we will use the general settings to reduce the sliding on the feet.
12. Select the solver and in the ACP Sliding Stabilization rollout, make sure Sliding Stabilization is checked and set for LockIn threshold 0.8, for LockOut set as 1 and for frames to interpolate 12.
13. The scene playback is 60 fps so 12 frames mean that the blend back to FK will be 0.2 seconds.
14. As motion filtering, the ACP Sliding Stabilization can be used for offline work and during live streaming.
ACP Hands Sliding Fix - IKinema Action 2.0 for MotionBuilder
1. You can use IKinema Advanced Cleaning Pipeline or ACP for more than a feet sliding fix.
2. In this example, we will lock the feet and the hands so they don't slide. We will work on the left character while keeping a copy of it to the right to compare the results to the original retarget.
3. To access the ACP options select the characters IKinema Solver and expand the ACP Sliding Stabilization menu.
4. In this scenario, we will use custom values for the hands and feet.
5. For general settings Set the In Threshold to 1 and out threshold to 1.2 and frames to interpolate to 5.
6. Select both ankles, enable ACP for those bones and set the In threshold to 0.5, and the Out threshold to 1 and frames to interpolate to 5.
7. Select both Toe Base bones, enable ACP Sliding Stabilization and set the In Threshold to 2, Out threshold to 5 and frames to interpolate to 5.
8. The reason is that we need better locking for the ball of the foot than for the ankle so we don't affect the natural torso movement.
9. For the hands, we will need a hard lock because they are sliding way too much.
10. Select both the wrist bones, Enable ACP Sliding Stabilization and set the IN threshold to 4, Out threshold to 8 and frames to interpolate to 6.
11. Increasing the frames for interpolating will remove the abrupt unlocking of the hands and as a result, they will blend to the FK position naturally.