-
-
Notifications
You must be signed in to change notification settings - Fork 14
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Spine, Neck And Head not Axis Rotating #27
Comments
Depending on what import you are doing, its using the original code from the developer, and I couldnt find how to fix that. But maybe both could be used. One for main body movements and the custom method I've created to drive the other movements that not working right with the original method Thats a long shot on what I think it is happening. |
Sorry, I forgot to mention, I was using Mediapipe. My knowledge in coding is extremely limited but is it possible to use the location of say the shoulder or the arms to drive the axis of the spines and other bones to make sure they are always facing the right direction. Also, I use a screen recording on youtube to test it on mediapipe--> Load Video. When I get a chance, I will try to test it on vibe and frankmocap to see if it has the same issue. |
Probably is possible... So, From what I saw, probably you would have better results with Vibe and easymocap. And vibe is better using the its own converter, not the one in mocap_import. I have to add the vibe original converter code to mocap_import... |
I think your solution for mediapipe is definitely on the right track, I guess the downside is a solution for the axis issue has to be created. Once that's been solved though you will have one of the best addon for blender/mocap. :D |
Maybe I can try i some more.... thanks for the feedback |
Spine, neck, and head not rotating with the model. It took me a while to figure out what was happening. But I keep noticing that shoulder and legs are always twisting. Then I finally decided to add bone group to left and right side of the armature and assign them different color, and turned on axis of the bones. This is when I realize the spine Z axis is not rotating at all. I am not entirely sure yet but I think from Head down to the foot the z axis direction remains the same. This probably explains why the character mesh looks wonky when it starts to tun from front to back. And the foot is still facing the same direction even though it should be facing in a different direction.
The text was updated successfully, but these errors were encountered: