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  1. To ensure your FBX, USD or VSR file works well as a target skeleton, review the tips in Create an optimal target skeleton.
  2. Ensure the source skeleton is currently loaded.
  3. Open the Subject Setup panel and select the Retargeting tab.
  4. Load the target skeleton by selecting Load.

  5. At the top of the Retargeting tab, select Map Mode.

    The Map Mode button changes color and the text in the 3D Scene view changes, the play range is blank, and all skeletons are put into their base pose, indicating that you are now in Map Mode.

    In this mode, you can pose the source and target skeletons without affecting the motion of the main clip.

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  6. Ensure the correct bone (normally the hips or pelvis) is set as root on the target skeleton.

    If necessary, right-click and select Set Root in the context menu to change it.

  7. In the Target Skeleton Setup section, select Align Skeletons to automatically align the target skeleton to the solve skeleton.

    If the target skeleton doesn't fully align with the solve skeleton, adjust it manually.For tips on how to do this:
  8. If desired, use the Target Scale controls to adjust the target skeleton's scale.
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  9. Ensure the DoFs are set. To do this:
    1. In the Target Skeleton Setup section, in the Parts and Sides list, view the DoFs. (To do this, you may need to close the Constraints and Export Options sections).
    2. Select any bones that should not receive animation by retargeting and use the option in the right-click context menu to disable their DoFs.
      This ensures that those bones don't receive animation and helps the automation to determine which bones are to be constrained.
    3. Modify the DoFs of each bone for its desired motion by selecting the bone and in the Attributes panel, edit the DoFs.
      Using sensible DoFs produces a better retarget and animation.

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  1. In the Target Skeleton Setup section, next to Parts and Sides, select Auto Set.

    This assigns the appropriate side name and part name to each bone that has active DoFs.

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    • Side names are set by first using each bone's name, for example, if it contains center, left, right, l_, r_, etc.

      If the side can't be deduced from the bone's name, its position relative to the root is used.

    • The Part name is set based on the bone name matching commonly used names.

  2. Verify that the sides and parts are set correctly. If necessary, modify them by selecting bones in the list (or elsewhere in Post) and using the Manually Set buttons above the list.

    For example, if the part for the head is set to None, in the Target Skeleton Setup list, select the head and from the Body Part list above the list, select Head.

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