Get Mixamo Mocap data to custom model

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Hi,
I'm currently using some Maya mocap dance files (which came with a simple character-model) in Houdini. I converted them from .ma to .abc and they work fine in Houdini. But now I want to extend my dance scene, but I only have 2 motion capture files. So I came up with the idea to use the Mixamo mocaps. But I need to know some things first, as I have no experience in rigging, and that stuff.

1. How do I delete the mocap animation of my firstly used .abc-file; so that I get a simple T-pose or whatever?

2. How can I then get the Mixamo mocap on my model? I know, Mixamo yields an .fbx; but how to extract and apply the new mocap to my model?

any hints, starting points and tutorials are welcome
thanks in advance
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if you can get the mocap skeleton and your mesh in a t-pose then it should just be a matter of capturing the geometry…
Michael Goldfarb | www.odforce.net
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hmm thats what i thought, but it seems i'm doing something wrong here.

I got a T-Pose model and my Skeleton, I aligned it and then pressed Capture Geometry. First selected my mesh, then my Skeleton; that works fine, and it's calculating something (as shown in this tutorial at around min 13:00 https://www.youtube.com/watch?v=HnVSvfnlPK4).

But Nothing more happens, my mesh doesn't move, only the Skeleton does; there is no error report, I even got a capture Cache and all those corresponding nodes.


What am I missing here?
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if you can post your files here I can take a look.
Michael Goldfarb | www.odforce.net
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I'd really appreciate that.
Thanks

Attachments:
Mixamo Mocap.rar (1.5 MB)

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after your object_merge node in the t-pose go, add an Unpack SOP - the alembic is coming in as an Alembic Packed Object - which only has one point.
Edited by goldfarb - Oct. 25, 2018 12:51:16

Attachments:
unpack_sop.png (453.7 KB)

Michael Goldfarb | www.odforce.net
Training Lead
SideFX
www.sidefx.com
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Many Thanks
That helped
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