Mocap steps for Toon character:

This description uses the dance.bclip file.

Quick steps to get going:

- Source in skeleton "source dance.cmd"

- Collapse nodes into subnet: Select skeletal structure and shift+c

- Create toon character

- Scale skeleton subnet to appropriate scale: match cog vertical size (0.442)

- Toon character > Animation Data > Generate Mocap Rig

- Select any bone of the skeleton in the viewer and Press enter

- Confusing part: Mapping all the parts on the toon character to the skeletal
structure.  You interactively pick what maps to what bone in the viewport. You
can map multiple parts of the rig to the same bone since for example the toon
guy has 5 parts to his spine and the dancing guy only has 3.  Once done you can
save the settings for reuse on similar names skeletons.  Load the attached 
toon_bindings.py file for example.

- Press accept on the dialog node.  The toon character is now following the
the skeleton but slowly.  Increase the sample rate on the mocap rig to the same
rate as your animation is in (120).  If the character is floating off the
ground a lot you can modify the root scale offset to bring him up/down a bit.

The animation is now done using chop() expressions.  Inspecting the Toon
Character you can see that his spine and arms are referencing the file chop
that is reading in all the animation data.  To convert to keyframes, on
the Mocap rig press Save and Apply keyframes.  This converts all the chop
channels to raw keyframes.  Then applies them to the Toon rig.  Refitting
is also done to try and smooth out/reduce the number of keys if possible.  This
is controlled by the Refit Tolerance.  This process to write out all the key
data is SLOW.  It can take a couple minutes depending on the amount of channels 
and length of animation.  Reading them back in and refitting is pretty fast.

Once it is complete it is now possible to tweak your animation and fix up any
problems.

If you go back to the Mocap rig, you can hit Apply Animation and it will reapply
chops expressions to your animation rig.  When the chops expressions are used
it is possible to simple change the source animation by changing the file to
another bclip file that is using the same skeletal structure.  You can then
write out these frames as well or do whatever.

There are also parameters on the Toon character/animation rig that allow you to
save/load the raw keyframes as well.

Things to note:

The tools to minimal scaling and modification to the original data.  The source
skeleton is modified to the proportions of the target animation rig so if the
proportions are very different, such as the very short collar bones in the
Toon character, your animation will look different and you will probably have
some crashing with certain things.  You can fix this up afterwards though.

For best initial results, it helps if your character and mocap skeletons are
similar proportionally.  There is a way to match/position the an Autorig from a
mocap skeleton that can make things easier.

Hope that helps. Hopefully this will all make it into the docs on day.
