If you're using versions of Shogun Post earlier than 1.7, or if you want to use the manual process to set up a retarget, see the following videos and instructions.
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If you are using Shogun Post 1.8 or later and are new to retargeting with Shogun Post, or if you want to copy an existing constraint setup to other retargeting skeletons, see Automatically set up a retarget.
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Manual retargeting tutorial videos
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Import the target skeleton into Shogun Post
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Note When you import an FBX, it sometimes isn't added under the Retargeting node. In this case, manually parent the skeleton to the node (select the required nodes and on the Objects menu, click Parent). |
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Prepare the skeleton before posing
Hide any unnecessary joints. To do this, select the bone, and in the Attributes panel, clear the Showing box.
On the Retargeting tab, select Map Mode (see About map mode) to enable this mode.
This creates a separate clip that you use to pose the target skeleton relative to the source skeleton.
In the Target Skeleton Setup section, in the list of bones, find the bone that is the root, then right-click and select Set Root. This ensures the root has six DoFs and any bones above it have zero DoFs.
Confirm the target skeleton's DoFs were imported or set them as required.
If the source and target skeletons don’t have roots in the same position or have a differing orientation, select Align Skeletons.
Shogun Post tries to put the skeletons into the same positions and root pose.
You can more closely align the skeletons using the Translate and Rotate manipulators (not the Special manipulator).
Be sure to move the root, not any dummy bones above it.
If you need to globally scale the target skeleton to be the same size as the source skeleton, on the Retargeting tab, change the Target Scale value. Ensure that the ankles and clavicles in the target and source skeletons match.
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Pose the skeleton
- Make sure that the target skeleton is keyed in the same pose as the source skeleton.
- Start with the root. Make sure that you’ve selected the actual root and not any dummy bones above it. Using theTranslate and Rotate manipulators (not the Special manipulator), move it to the same place as the source skeleton.
- Use the Rotate manipulator (or enter values in the Channels panel) to rotate all the target bones to the same pose as the source skeleton.
Note you can also rotate the source skeleton to match the target skeleton or a mix of the two. - If you need to change bone length to make the target skeleton exactly the same proportion as the source (assuming your pipeline both allows this), use the Special manipulator. Note that you must remove the GlobalScale retargeting parameter. This removes the ability to perform global scaling and unscaling (using the Unscale button), so ensure you've scaled your target skeleton first.
- When you have finished posing the skeleton, in the Subject Setup panel, on the Retargeting tab, click the Map Mode button again to store the matching pose. If you later modify the pose, remember to click this button again so that the map pose is updated.
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For information on the relevant HSL commands, see the following commands in HSL Scripting with Vicon Shogun.
- getInteractiveRetargetCmd
- setInteractiveRetargeting
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Mirror constraints
To make the creation of retargeting constraints faster and less error prone, you can choose to mirror the changes you make to one side of the source and target skeletons onto the other side.
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- In the Subject Setup panel, click the Regargeting tab.
When you create or edit retargeting constraints, at the top of the Constraints section, ensure the Mirror Creation check box is selected (the default setting).
The constraints created between the source and target skeletons on one side are automatically mirrored on the opposite side.
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Mirror joint manipulation
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In the Manipulator toolbar on the left of the view pane, ensure the Mirror manipulation button
is selected (green).
When you create make changes to one side of the subject, they are automatically copied to the other side.Scroll pagebreak
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Mirror weights
When you're adding or editing weights, you can use the mirroring option, Mirror Weight Changes. to make the same changes on both sides of the skeleton simultaneously.
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